Coverage Report

Created: 2024-03-03 01:12

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90.4
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ                   https://dearimgui.com/faq
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// - Getting Started       https://dearimgui.com/getting-started
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// - Homepage              https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// - Tests & Automation    https://github.com/ocornut/imgui_test_engine
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2024 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] ITEM SUBMISSION
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
402
                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
403
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
404
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
405
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
406
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
407
408
                 // The texture for the draw call is specified by pcmd->GetTexID().
409
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
410
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
411
412
                 // Render 'pcmd->ElemCount/3' indexed triangles.
413
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
414
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
415
             }
416
          }
417
       }
418
    }
419
420
421
 API BREAKING CHANGES
422
 ====================
423
424
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
425
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
426
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
427
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
428
429
(Docking/Viewport Branch)
430
 - 2024/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
431
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
432
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
433
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
434
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
435
436
 - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
437
 - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
438
 - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
439
 - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
440
 - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
441
 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
442
 - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
443
                         those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
444
 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
445
                           - old: BeginChild("Name", size, true)
446
                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
447
                           - old: BeginChild("Name", size, false)
448
                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
449
 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
450
                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
451
                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
452
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
453
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
454
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
455
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
456
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
457
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
458
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
459
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
460
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
461
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
462
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
463
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
464
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
465
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
466
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
467
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
468
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
469
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
470
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
471
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
472
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
473
                           - ListBoxFooter()  -> use EndListBox()
474
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
475
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
476
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
477
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
478
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
479
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
480
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
481
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
482
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
483
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
484
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
485
                         it has been frequently requested by people to use our own. We had an opt-in define which was
486
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
487
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
488
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
489
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
490
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
491
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
492
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
493
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
494
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
495
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
496
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
497
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
498
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
499
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
500
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
501
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
502
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
503
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
504
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
505
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
506
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
507
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
508
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
509
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
510
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
511
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
512
                         - previously this would make the window content size ~200x200:
513
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
514
                         - instead, please submit an item:
515
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
516
                         - alternative:
517
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
518
                         - content size is now only extended when submitting an item!
519
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
520
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
521
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
522
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
523
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
524
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
525
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
526
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
527
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
528
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
529
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
530
                        - Official backends from 1.87+                  -> no issue.
531
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
532
                        - Custom backends not writing to io.NavInputs[] -> no issue.
533
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
534
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
535
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
536
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
537
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
538
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
539
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
540
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
541
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
542
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
543
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
544
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
545
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
546
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
547
                       read https://github.com/ocornut/imgui/issues/4921 for details.
548
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
549
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
550
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
551
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
552
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
553
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
554
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
555
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
556
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
557
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
558
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
559
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
560
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
561
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
562
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
563
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
564
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
565
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
566
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
567
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
568
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
569
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
570
                        - if you are using official backends from the source tree: you have nothing to do.
571
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
572
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
573
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
574
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
575
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
576
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
577
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
578
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
579
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
580
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
581
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
582
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
583
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
584
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
585
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
586
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
587
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
588
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
589
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
590
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
591
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
592
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
593
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
594
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
595
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
596
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
597
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
598
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
599
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
600
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
601
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
602
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
603
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
604
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
605
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
606
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
607
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
608
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
609
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
610
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
611
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
612
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
613
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
614
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
615
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
616
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
617
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
618
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
619
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
620
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
621
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
622
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
623
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
624
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
625
                       - if you omitted the 'power' parameter (likely!), you are not affected.
626
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
627
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
628
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
629
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
630
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
631
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
632
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
633
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
634
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
635
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
636
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
637
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
638
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
639
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
640
                       - ShowTestWindow()                    -> use ShowDemoWindow()
641
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
642
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
643
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
644
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
645
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
646
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
647
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
648
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
649
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
650
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
651
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
652
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
653
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
654
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
655
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
656
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
657
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
658
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
659
                       - ImFont::Glyph                       -> use ImFontGlyph
660
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
661
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
662
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
663
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
664
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
665
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
666
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
667
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
668
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
669
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
670
                       Please reach out if you are affected.
671
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
672
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
673
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
674
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
675
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
676
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
677
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
678
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
679
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
680
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
681
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
682
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
683
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
684
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
685
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
686
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
687
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
688
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
689
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
690
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
691
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
692
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
693
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
694
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
695
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
696
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
697
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
698
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
699
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
700
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
701
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
702
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
703
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
704
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
705
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
706
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
707
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
708
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
709
                       consistent with other functions. Kept redirection functions (will obsolete).
710
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
711
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
712
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
713
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
714
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
715
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
716
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
717
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
718
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
719
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
720
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
721
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
722
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
723
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
724
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
725
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
726
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
727
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
728
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
729
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
730
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
731
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
732
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
733
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
734
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
735
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
736
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
737
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
738
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
739
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
740
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
741
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
742
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
743
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
744
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
745
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
746
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
747
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
748
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
749
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
750
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
751
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
752
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
753
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
754
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
755
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
756
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
757
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
758
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
759
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
760
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
761
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
762
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
763
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
764
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
765
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
766
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
767
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
768
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
769
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
770
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
771
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
772
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
773
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
774
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
775
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
776
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
777
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
778
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
779
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
780
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
781
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
782
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
783
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
784
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
785
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
786
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
787
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
788
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
789
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
790
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
791
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
792
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
793
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
794
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
795
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
796
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
797
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
798
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
799
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
800
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
801
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
802
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
803
                     - the signature of the io.RenderDrawListsFn handler has changed!
804
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
805
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
806
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
807
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
808
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
809
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
810
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
811
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
812
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
813
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
814
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
815
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
816
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
817
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
818
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
819
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
820
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
821
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
822
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
823
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
824
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
825
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
826
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
827
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
828
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
829
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
830
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
831
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
832
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
833
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
834
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
835
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
836
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
837
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
838
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
839
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
840
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
841
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
842
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
843
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
844
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
845
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
846
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
847
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
848
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
849
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
850
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
851
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
852
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
853
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
854
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
855
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
856
857
858
 FREQUENTLY ASKED QUESTIONS (FAQ)
859
 ================================
860
861
 Read all answers online:
862
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
863
 Read all answers locally (with a text editor or ideally a Markdown viewer):
864
   docs/FAQ.md
865
 Some answers are copied down here to facilitate searching in code.
866
867
 Q&A: Basics
868
 ===========
869
870
 Q: Where is the documentation?
871
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
872
    - Run the examples/ applications and explore them.
873
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
874
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
875
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
876
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
877
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
878
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
879
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
880
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
881
    - Your programming IDE is your friend, find the type or function declaration to find comments
882
      associated with it.
883
884
 Q: What is this library called?
885
 Q: Which version should I get?
886
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
887
 >> See https://www.dearimgui.com/faq for details.
888
889
 Q&A: Integration
890
 ================
891
892
 Q: How to get started?
893
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
894
895
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
896
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
897
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
898
899
 Q. How can I enable keyboard or gamepad controls?
900
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
901
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
902
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
903
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
904
 >> See https://www.dearimgui.com/faq
905
906
 Q&A: Usage
907
 ----------
908
909
 Q: About the ID Stack system..
910
   - Why is my widget not reacting when I click on it?
911
   - How can I have widgets with an empty label?
912
   - How can I have multiple widgets with the same label?
913
   - How can I have multiple windows with the same label?
914
 Q: How can I display an image? What is ImTextureID, how does it work?
915
 Q: How can I use my own math types instead of ImVec2?
916
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
917
 Q: How can I display custom shapes? (using low-level ImDrawList API)
918
 >> See https://www.dearimgui.com/faq
919
920
 Q&A: Fonts, Text
921
 ================
922
923
 Q: How should I handle DPI in my application?
924
 Q: How can I load a different font than the default?
925
 Q: How can I easily use icons in my application?
926
 Q: How can I load multiple fonts?
927
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
928
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
929
930
 Q&A: Concerns
931
 =============
932
933
 Q: Who uses Dear ImGui?
934
 Q: Can you create elaborate/serious tools with Dear ImGui?
935
 Q: Can you reskin the look of Dear ImGui?
936
 Q: Why using C++ (as opposed to C)?
937
 >> See https://www.dearimgui.com/faq
938
939
 Q&A: Community
940
 ==============
941
942
 Q: How can I help?
943
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
944
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
945
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
946
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
947
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
948
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
949
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
950
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
951
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
952
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
953
954
*/
955
956
//-------------------------------------------------------------------------
957
// [SECTION] INCLUDES
958
//-------------------------------------------------------------------------
959
960
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
961
#define _CRT_SECURE_NO_WARNINGS
962
#endif
963
964
#ifndef IMGUI_DEFINE_MATH_OPERATORS
965
#define IMGUI_DEFINE_MATH_OPERATORS
966
#endif
967
968
#include "imgui.h"
969
#ifndef IMGUI_DISABLE
970
#include "imgui_internal.h"
971
972
// System includes
973
#include <stdio.h>      // vsnprintf, sscanf, printf
974
#include <stdint.h>     // intptr_t
975
976
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
977
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
978
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
979
#endif
980
981
// [Windows] OS specific includes (optional)
982
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
983
#define IMGUI_DISABLE_WIN32_FUNCTIONS
984
#endif
985
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
986
#ifndef WIN32_LEAN_AND_MEAN
987
#define WIN32_LEAN_AND_MEAN
988
#endif
989
#ifndef NOMINMAX
990
#define NOMINMAX
991
#endif
992
#ifndef __MINGW32__
993
#include <Windows.h>        // _wfopen, OpenClipboard
994
#else
995
#include <windows.h>
996
#endif
997
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
998
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
999
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
1000
#endif
1001
#endif
1002
1003
// [Apple] OS specific includes
1004
#if defined(__APPLE__)
1005
#include <TargetConditionals.h>
1006
#endif
1007
1008
// Visual Studio warnings
1009
#ifdef _MSC_VER
1010
#pragma warning (disable: 4127)             // condition expression is constant
1011
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1012
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
1013
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
1014
#endif
1015
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1016
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1017
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1018
#endif
1019
1020
// Clang/GCC warnings with -Weverything
1021
#if defined(__clang__)
1022
#if __has_warning("-Wunknown-warning-option")
1023
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1024
#endif
1025
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1026
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1027
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1028
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1029
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1030
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1031
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1032
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1033
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1034
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1035
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1036
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1037
#elif defined(__GNUC__)
1038
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1039
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1040
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1041
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1042
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1043
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1044
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1045
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1046
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1047
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1048
#endif
1049
1050
// Debug options
1051
284k
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1052
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1053
1054
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1055
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1056
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1057
1058
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER             = 0.10f;    // Time to highlight an item activated by a shortcut.
1059
1060
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1061
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1062
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1063
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1064
1065
// Tooltip offset
1066
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1067
1068
// Docking
1069
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1070
1071
//-------------------------------------------------------------------------
1072
// [SECTION] FORWARD DECLARATIONS
1073
//-------------------------------------------------------------------------
1074
1075
static void             SetCurrentWindow(ImGuiWindow* window);
1076
static void             FindHoveredWindow();
1077
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1078
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1079
1080
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1081
1082
// Settings
1083
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1084
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1085
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1086
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1087
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1088
1089
// Platform Dependents default implementation for IO functions
1090
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1091
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1092
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1093
1094
namespace ImGui
1095
{
1096
// Navigation
1097
static void             NavUpdate();
1098
static void             NavUpdateWindowing();
1099
static void             NavUpdateWindowingOverlay();
1100
static void             NavUpdateCancelRequest();
1101
static void             NavUpdateCreateMoveRequest();
1102
static void             NavUpdateCreateTabbingRequest();
1103
static float            NavUpdatePageUpPageDown();
1104
static inline void      NavUpdateAnyRequestFlag();
1105
static void             NavUpdateCreateWrappingRequest();
1106
static void             NavEndFrame();
1107
static bool             NavScoreItem(ImGuiNavItemData* result);
1108
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1109
static void             NavProcessItem();
1110
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1111
static ImVec2           NavCalcPreferredRefPos();
1112
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1113
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1114
static void             NavRestoreLayer(ImGuiNavLayer layer);
1115
static int              FindWindowFocusIndex(ImGuiWindow* window);
1116
1117
// Error Checking and Debug Tools
1118
static void             ErrorCheckNewFrameSanityChecks();
1119
static void             ErrorCheckEndFrameSanityChecks();
1120
static void             UpdateDebugToolItemPicker();
1121
static void             UpdateDebugToolStackQueries();
1122
static void             UpdateDebugToolFlashStyleColor();
1123
1124
// Inputs
1125
static void             UpdateKeyboardInputs();
1126
static void             UpdateMouseInputs();
1127
static void             UpdateMouseWheel();
1128
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1129
1130
// Misc
1131
static void             UpdateSettings();
1132
static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1133
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1134
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1135
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1136
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1137
static void             RenderDimmedBackgrounds();
1138
1139
// Viewports
1140
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1141
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1142
static void             DestroyViewport(ImGuiViewportP* viewport);
1143
static void             UpdateViewportsNewFrame();
1144
static void             UpdateViewportsEndFrame();
1145
static void             WindowSelectViewport(ImGuiWindow* window);
1146
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1147
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1148
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1149
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1150
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1151
static int              FindPlatformMonitorForRect(const ImRect& r);
1152
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1153
1154
}
1155
1156
//-----------------------------------------------------------------------------
1157
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1158
//-----------------------------------------------------------------------------
1159
1160
// DLL users:
1161
// - Heaps and globals are not shared across DLL boundaries!
1162
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1163
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1164
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1165
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1166
1167
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1168
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1169
//   Change to a different context by calling ImGui::SetCurrentContext().
1170
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1171
//   If you want thread-safety to allow N threads to access N different contexts:
1172
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1173
//         struct ImGuiContext;
1174
//         extern thread_local ImGuiContext* MyImGuiTLS;
1175
//         #define GImGui MyImGuiTLS
1176
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1177
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1178
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1179
// - DLL users: read comments above.
1180
#ifndef GImGui
1181
ImGuiContext*   GImGui = NULL;
1182
#endif
1183
1184
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1185
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1186
// - DLL users: read comments above.
1187
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1188
1.20k
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1189
1.16k
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1190
#else
1191
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1192
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1193
#endif
1194
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1195
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1196
static void*                GImAllocatorUserData = NULL;
1197
1198
//-----------------------------------------------------------------------------
1199
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1200
//-----------------------------------------------------------------------------
1201
1202
ImGuiStyle::ImGuiStyle()
1203
1
{
1204
1
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1205
1
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1206
1
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1207
1
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1208
1
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1209
1
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1210
1
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1211
1
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1212
1
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1213
1
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1214
1
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1215
1
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1216
1
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1217
1
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1218
1
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1219
1
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1220
1
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1221
1
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1222
1
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1223
1
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1224
1
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1225
1
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1226
1
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1227
1
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1228
1
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1229
1
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1230
1
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1231
1
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1232
1
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1233
1
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1234
1
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1235
1
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1236
1
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1237
1
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1238
1
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1239
1
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1240
1
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1241
1
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1242
1
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1243
1
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1244
1
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1245
1
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1246
1
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1247
1
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1248
1
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1249
1
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1250
1251
    // Behaviors
1252
1
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1253
1
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1254
1
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1255
1
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1256
1
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1257
1258
    // Default theme
1259
1
    ImGui::StyleColorsDark(this);
1260
1
}
1261
1262
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1263
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1264
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1265
0
{
1266
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1267
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1268
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1269
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1270
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1271
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1272
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1273
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1274
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1275
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1276
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1277
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1278
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1279
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1280
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1281
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1282
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1283
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1284
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1285
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1286
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1287
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1288
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1289
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1290
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1291
0
}
1292
1293
ImGuiIO::ImGuiIO()
1294
1
{
1295
    // Most fields are initialized with zero
1296
1
    memset(this, 0, sizeof(*this));
1297
1
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1298
1299
    // Settings
1300
1
    ConfigFlags = ImGuiConfigFlags_None;
1301
1
    BackendFlags = ImGuiBackendFlags_None;
1302
1
    DisplaySize = ImVec2(-1.0f, -1.0f);
1303
1
    DeltaTime = 1.0f / 60.0f;
1304
1
    IniSavingRate = 5.0f;
1305
1
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1306
1
    LogFilename = "imgui_log.txt";
1307
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1308
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1309
        KeyMap[i] = -1;
1310
#endif
1311
1
    UserData = NULL;
1312
1313
1
    Fonts = NULL;
1314
1
    FontGlobalScale = 1.0f;
1315
1
    FontDefault = NULL;
1316
1
    FontAllowUserScaling = false;
1317
1
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1318
1319
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1320
1
    ConfigDockingNoSplit = false;
1321
1
    ConfigDockingWithShift = false;
1322
1
    ConfigDockingAlwaysTabBar = false;
1323
1
    ConfigDockingTransparentPayload = false;
1324
1325
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1326
1
    ConfigViewportsNoAutoMerge = false;
1327
1
    ConfigViewportsNoTaskBarIcon = false;
1328
1
    ConfigViewportsNoDecoration = true;
1329
1
    ConfigViewportsNoDefaultParent = false;
1330
1331
    // Miscellaneous options
1332
1
    MouseDrawCursor = false;
1333
#ifdef __APPLE__
1334
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1335
#else
1336
1
    ConfigMacOSXBehaviors = false;
1337
1
#endif
1338
1
    ConfigInputTrickleEventQueue = true;
1339
1
    ConfigInputTextCursorBlink = true;
1340
1
    ConfigInputTextEnterKeepActive = false;
1341
1
    ConfigDragClickToInputText = false;
1342
1
    ConfigWindowsResizeFromEdges = true;
1343
1
    ConfigWindowsMoveFromTitleBarOnly = false;
1344
1
    ConfigMemoryCompactTimer = 60.0f;
1345
1
    ConfigDebugBeginReturnValueOnce = false;
1346
1
    ConfigDebugBeginReturnValueLoop = false;
1347
1348
    // Inputs Behaviors
1349
1
    MouseDoubleClickTime = 0.30f;
1350
1
    MouseDoubleClickMaxDist = 6.0f;
1351
1
    MouseDragThreshold = 6.0f;
1352
1
    KeyRepeatDelay = 0.275f;
1353
1
    KeyRepeatRate = 0.050f;
1354
1355
    // Platform Functions
1356
    // Note: Initialize() will setup default clipboard/ime handlers.
1357
1
    BackendPlatformName = BackendRendererName = NULL;
1358
1
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1359
1
    PlatformLocaleDecimalPoint = '.';
1360
1361
    // Input (NB: we already have memset zero the entire structure!)
1362
1
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1363
1
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1364
1
    MouseSource = ImGuiMouseSource_Mouse;
1365
6
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1366
155
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1367
1
    AppAcceptingEvents = true;
1368
1
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1369
1
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1370
1
}
1371
1372
// Pass in translated ASCII characters for text input.
1373
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1374
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1375
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1376
void ImGuiIO::AddInputCharacter(unsigned int c)
1377
14.5k
{
1378
14.5k
    IM_ASSERT(Ctx != NULL);
1379
14.5k
    ImGuiContext& g = *Ctx;
1380
14.5k
    if (c == 0 || !AppAcceptingEvents)
1381
4.49k
        return;
1382
1383
10.0k
    ImGuiInputEvent e;
1384
10.0k
    e.Type = ImGuiInputEventType_Text;
1385
10.0k
    e.Source = ImGuiInputSource_Keyboard;
1386
10.0k
    e.EventId = g.InputEventsNextEventId++;
1387
10.0k
    e.Text.Char = c;
1388
10.0k
    g.InputEventsQueue.push_back(e);
1389
10.0k
}
1390
1391
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1392
// we should save the high surrogate.
1393
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1394
6.33k
{
1395
6.33k
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1396
1.23k
        return;
1397
1398
5.10k
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1399
2.23k
    {
1400
2.23k
        if (InputQueueSurrogate != 0)
1401
834
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1402
2.23k
        InputQueueSurrogate = c;
1403
2.23k
        return;
1404
2.23k
    }
1405
1406
2.86k
    ImWchar cp = c;
1407
2.86k
    if (InputQueueSurrogate != 0)
1408
1.32k
    {
1409
1.32k
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1410
875
        {
1411
875
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1412
875
        }
1413
445
        else
1414
445
        {
1415
445
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1416
445
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1417
#else
1418
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1419
#endif
1420
445
        }
1421
1422
1.32k
        InputQueueSurrogate = 0;
1423
1.32k
    }
1424
2.86k
    AddInputCharacter((unsigned)cp);
1425
2.86k
}
1426
1427
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1428
73
{
1429
73
    if (!AppAcceptingEvents)
1430
0
        return;
1431
73
    while (*utf8_chars != 0)
1432
0
    {
1433
0
        unsigned int c = 0;
1434
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1435
0
        AddInputCharacter(c);
1436
0
    }
1437
73
}
1438
1439
// Clear all incoming events.
1440
void ImGuiIO::ClearEventsQueue()
1441
0
{
1442
0
    IM_ASSERT(Ctx != NULL);
1443
0
    ImGuiContext& g = *Ctx;
1444
0
    g.InputEventsQueue.clear();
1445
0
}
1446
1447
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1448
void ImGuiIO::ClearInputKeys()
1449
19.4k
{
1450
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1451
    memset(KeysDown, 0, sizeof(KeysDown));
1452
#endif
1453
3.01M
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1454
2.99M
    {
1455
2.99M
        KeysData[n].Down             = false;
1456
2.99M
        KeysData[n].DownDuration     = -1.0f;
1457
2.99M
        KeysData[n].DownDurationPrev = -1.0f;
1458
2.99M
    }
1459
19.4k
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1460
19.4k
    KeyMods = ImGuiMod_None;
1461
19.4k
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1462
116k
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1463
97.3k
    {
1464
97.3k
        MouseDown[n] = false;
1465
97.3k
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1466
97.3k
    }
1467
19.4k
    MouseWheel = MouseWheelH = 0.0f;
1468
19.4k
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1469
19.4k
}
1470
1471
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1472
// Current frame character buffer is now also cleared by ClearInputKeys().
1473
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1474
void ImGuiIO::ClearInputCharacters()
1475
{
1476
    InputQueueCharacters.resize(0);
1477
}
1478
#endif
1479
1480
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1481
53.3k
{
1482
53.3k
    ImGuiContext& g = *ctx;
1483
87.5k
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1484
55.5k
    {
1485
55.5k
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1486
55.5k
        if (e->Type != type)
1487
21.1k
            continue;
1488
34.4k
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1489
4.70k
            continue;
1490
29.7k
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1491
8.42k
            continue;
1492
21.2k
        return e;
1493
29.7k
    }
1494
32.0k
    return NULL;
1495
53.3k
}
1496
1497
// Queue a new key down/up event.
1498
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1499
// - bool down:          Is the key down? use false to signify a key release.
1500
// - float analog_value: 0.0f..1.0f
1501
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1502
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1503
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1504
15.5k
{
1505
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1506
15.5k
    IM_ASSERT(Ctx != NULL);
1507
15.5k
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1508
0
        return;
1509
15.5k
    ImGuiContext& g = *Ctx;
1510
15.5k
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1511
15.5k
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1512
15.5k
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1513
1514
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1515
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1516
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1517
    if (BackendUsingLegacyKeyArrays == -1)
1518
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1519
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1520
    BackendUsingLegacyKeyArrays = 0;
1521
#endif
1522
15.5k
    if (ImGui::IsGamepadKey(key))
1523
42
        BackendUsingLegacyNavInputArray = false;
1524
1525
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1526
15.5k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1527
15.5k
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1528
15.5k
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1529
15.5k
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1530
15.5k
    if (latest_key_down == down && latest_key_analog == analog_value)
1531
1.67k
        return;
1532
1533
    // Add event
1534
13.8k
    ImGuiInputEvent e;
1535
13.8k
    e.Type = ImGuiInputEventType_Key;
1536
13.8k
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1537
13.8k
    e.EventId = g.InputEventsNextEventId++;
1538
13.8k
    e.Key.Key = key;
1539
13.8k
    e.Key.Down = down;
1540
13.8k
    e.Key.AnalogValue = analog_value;
1541
13.8k
    g.InputEventsQueue.push_back(e);
1542
13.8k
}
1543
1544
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1545
5.09k
{
1546
5.09k
    if (!AppAcceptingEvents)
1547
0
        return;
1548
5.09k
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1549
5.09k
}
1550
1551
// [Optional] Call after AddKeyEvent().
1552
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1553
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1554
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1555
0
{
1556
0
    if (key == ImGuiKey_None)
1557
0
        return;
1558
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1559
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1560
0
    IM_UNUSED(native_keycode);  // Yet unused
1561
0
    IM_UNUSED(native_scancode); // Yet unused
1562
1563
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1564
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1565
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1566
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1567
        return;
1568
    KeyMap[legacy_key] = key;
1569
    KeyMap[key] = legacy_key;
1570
#else
1571
0
    IM_UNUSED(key);
1572
0
    IM_UNUSED(native_legacy_index);
1573
0
#endif
1574
0
}
1575
1576
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1577
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1578
0
{
1579
0
    AppAcceptingEvents = accepting_events;
1580
0
}
1581
1582
// Queue a mouse move event
1583
void ImGuiIO::AddMousePosEvent(float x, float y)
1584
13.6k
{
1585
13.6k
    IM_ASSERT(Ctx != NULL);
1586
13.6k
    ImGuiContext& g = *Ctx;
1587
13.6k
    if (!AppAcceptingEvents)
1588
0
        return;
1589
1590
    // Apply same flooring as UpdateMouseInputs()
1591
13.6k
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1592
1593
    // Filter duplicate
1594
13.6k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1595
13.6k
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1596
13.6k
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1597
1.81k
        return;
1598
1599
11.8k
    ImGuiInputEvent e;
1600
11.8k
    e.Type = ImGuiInputEventType_MousePos;
1601
11.8k
    e.Source = ImGuiInputSource_Mouse;
1602
11.8k
    e.EventId = g.InputEventsNextEventId++;
1603
11.8k
    e.MousePos.PosX = pos.x;
1604
11.8k
    e.MousePos.PosY = pos.y;
1605
11.8k
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1606
11.8k
    g.InputEventsQueue.push_back(e);
1607
11.8k
}
1608
1609
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1610
18.7k
{
1611
18.7k
    IM_ASSERT(Ctx != NULL);
1612
18.7k
    ImGuiContext& g = *Ctx;
1613
18.7k
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1614
18.7k
    if (!AppAcceptingEvents)
1615
0
        return;
1616
1617
    // Filter duplicate
1618
18.7k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1619
18.7k
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1620
18.7k
    if (latest_button_down == down)
1621
1.56k
        return;
1622
1623
17.1k
    ImGuiInputEvent e;
1624
17.1k
    e.Type = ImGuiInputEventType_MouseButton;
1625
17.1k
    e.Source = ImGuiInputSource_Mouse;
1626
17.1k
    e.EventId = g.InputEventsNextEventId++;
1627
17.1k
    e.MouseButton.Button = mouse_button;
1628
17.1k
    e.MouseButton.Down = down;
1629
17.1k
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1630
17.1k
    g.InputEventsQueue.push_back(e);
1631
17.1k
}
1632
1633
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1634
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1635
3.27k
{
1636
3.27k
    IM_ASSERT(Ctx != NULL);
1637
3.27k
    ImGuiContext& g = *Ctx;
1638
1639
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1640
3.27k
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1641
36
        return;
1642
1643
3.23k
    ImGuiInputEvent e;
1644
3.23k
    e.Type = ImGuiInputEventType_MouseWheel;
1645
3.23k
    e.Source = ImGuiInputSource_Mouse;
1646
3.23k
    e.EventId = g.InputEventsNextEventId++;
1647
3.23k
    e.MouseWheel.WheelX = wheel_x;
1648
3.23k
    e.MouseWheel.WheelY = wheel_y;
1649
3.23k
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1650
3.23k
    g.InputEventsQueue.push_back(e);
1651
3.23k
}
1652
1653
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1654
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1655
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1656
0
{
1657
0
    IM_ASSERT(Ctx != NULL);
1658
0
    ImGuiContext& g = *Ctx;
1659
0
    g.InputEventsNextMouseSource = source;
1660
0
}
1661
1662
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1663
0
{
1664
0
    IM_ASSERT(Ctx != NULL);
1665
0
    ImGuiContext& g = *Ctx;
1666
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1667
0
    if (!AppAcceptingEvents)
1668
0
        return;
1669
1670
    // Filter duplicate
1671
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1672
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1673
0
    if (latest_viewport_id == viewport_id)
1674
0
        return;
1675
1676
0
    ImGuiInputEvent e;
1677
0
    e.Type = ImGuiInputEventType_MouseViewport;
1678
0
    e.Source = ImGuiInputSource_Mouse;
1679
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1680
0
    g.InputEventsQueue.push_back(e);
1681
0
}
1682
1683
void ImGuiIO::AddFocusEvent(bool focused)
1684
5.38k
{
1685
5.38k
    IM_ASSERT(Ctx != NULL);
1686
5.38k
    ImGuiContext& g = *Ctx;
1687
1688
    // Filter duplicate
1689
5.38k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1690
5.38k
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1691
5.38k
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1692
428
        return;
1693
1694
4.95k
    ImGuiInputEvent e;
1695
4.95k
    e.Type = ImGuiInputEventType_Focus;
1696
4.95k
    e.EventId = g.InputEventsNextEventId++;
1697
4.95k
    e.AppFocused.Focused = focused;
1698
4.95k
    g.InputEventsQueue.push_back(e);
1699
4.95k
}
1700
1701
//-----------------------------------------------------------------------------
1702
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1703
//-----------------------------------------------------------------------------
1704
1705
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1706
0
{
1707
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1708
0
    ImVec2 p_last = p1;
1709
0
    ImVec2 p_closest;
1710
0
    float p_closest_dist2 = FLT_MAX;
1711
0
    float t_step = 1.0f / (float)num_segments;
1712
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1713
0
    {
1714
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1715
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1716
0
        float dist2 = ImLengthSqr(p - p_line);
1717
0
        if (dist2 < p_closest_dist2)
1718
0
        {
1719
0
            p_closest = p_line;
1720
0
            p_closest_dist2 = dist2;
1721
0
        }
1722
0
        p_last = p_current;
1723
0
    }
1724
0
    return p_closest;
1725
0
}
1726
1727
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1728
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1729
0
{
1730
0
    float dx = x4 - x1;
1731
0
    float dy = y4 - y1;
1732
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1733
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1734
0
    d2 = (d2 >= 0) ? d2 : -d2;
1735
0
    d3 = (d3 >= 0) ? d3 : -d3;
1736
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1737
0
    {
1738
0
        ImVec2 p_current(x4, y4);
1739
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1740
0
        float dist2 = ImLengthSqr(p - p_line);
1741
0
        if (dist2 < p_closest_dist2)
1742
0
        {
1743
0
            p_closest = p_line;
1744
0
            p_closest_dist2 = dist2;
1745
0
        }
1746
0
        p_last = p_current;
1747
0
    }
1748
0
    else if (level < 10)
1749
0
    {
1750
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1751
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1752
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1753
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1754
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1755
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1756
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1757
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1758
0
    }
1759
0
}
1760
1761
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1762
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1763
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1764
0
{
1765
0
    IM_ASSERT(tess_tol > 0.0f);
1766
0
    ImVec2 p_last = p1;
1767
0
    ImVec2 p_closest;
1768
0
    float p_closest_dist2 = FLT_MAX;
1769
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1770
0
    return p_closest;
1771
0
}
1772
1773
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1774
0
{
1775
0
    ImVec2 ap = p - a;
1776
0
    ImVec2 ab_dir = b - a;
1777
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1778
0
    if (dot < 0.0f)
1779
0
        return a;
1780
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1781
0
    if (dot > ab_len_sqr)
1782
0
        return b;
1783
0
    return a + ab_dir * dot / ab_len_sqr;
1784
0
}
1785
1786
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1787
0
{
1788
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1789
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1790
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1791
0
    return ((b1 == b2) && (b2 == b3));
1792
0
}
1793
1794
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1795
0
{
1796
0
    ImVec2 v0 = b - a;
1797
0
    ImVec2 v1 = c - a;
1798
0
    ImVec2 v2 = p - a;
1799
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1800
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1801
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1802
0
    out_u = 1.0f - out_v - out_w;
1803
0
}
1804
1805
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1806
0
{
1807
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1808
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1809
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1810
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1811
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1812
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1813
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1814
0
    if (m == dist2_ab)
1815
0
        return proj_ab;
1816
0
    if (m == dist2_bc)
1817
0
        return proj_bc;
1818
0
    return proj_ca;
1819
0
}
1820
1821
//-----------------------------------------------------------------------------
1822
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1823
//-----------------------------------------------------------------------------
1824
1825
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1826
int ImStricmp(const char* str1, const char* str2)
1827
0
{
1828
0
    int d;
1829
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1830
0
    return d;
1831
0
}
1832
1833
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1834
0
{
1835
0
    int d = 0;
1836
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1837
0
    return d;
1838
0
}
1839
1840
void ImStrncpy(char* dst, const char* src, size_t count)
1841
0
{
1842
0
    if (count < 1)
1843
0
        return;
1844
0
    if (count > 1)
1845
0
        strncpy(dst, src, count - 1);
1846
0
    dst[count - 1] = 0;
1847
0
}
1848
1849
char* ImStrdup(const char* str)
1850
3
{
1851
3
    size_t len = strlen(str);
1852
3
    void* buf = IM_ALLOC(len + 1);
1853
3
    return (char*)memcpy(buf, (const void*)str, len + 1);
1854
3
}
1855
1856
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1857
0
{
1858
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1859
0
    size_t src_size = strlen(src) + 1;
1860
0
    if (dst_buf_size < src_size)
1861
0
    {
1862
0
        IM_FREE(dst);
1863
0
        dst = (char*)IM_ALLOC(src_size);
1864
0
        if (p_dst_size)
1865
0
            *p_dst_size = src_size;
1866
0
    }
1867
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1868
0
}
1869
1870
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1871
0
{
1872
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1873
0
    return p;
1874
0
}
1875
1876
int ImStrlenW(const ImWchar* str)
1877
0
{
1878
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1879
0
    int n = 0;
1880
0
    while (*str++) n++;
1881
0
    return n;
1882
0
}
1883
1884
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1885
const char* ImStreolRange(const char* str, const char* str_end)
1886
0
{
1887
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1888
0
    return p ? p : str_end;
1889
0
}
1890
1891
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1892
0
{
1893
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1894
0
        buf_mid_line--;
1895
0
    return buf_mid_line;
1896
0
}
1897
1898
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1899
0
{
1900
0
    if (!needle_end)
1901
0
        needle_end = needle + strlen(needle);
1902
1903
0
    const char un0 = (char)ImToUpper(*needle);
1904
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1905
0
    {
1906
0
        if (ImToUpper(*haystack) == un0)
1907
0
        {
1908
0
            const char* b = needle + 1;
1909
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1910
0
                if (ImToUpper(*a) != ImToUpper(*b))
1911
0
                    break;
1912
0
            if (b == needle_end)
1913
0
                return haystack;
1914
0
        }
1915
0
        haystack++;
1916
0
    }
1917
0
    return NULL;
1918
0
}
1919
1920
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1921
void ImStrTrimBlanks(char* buf)
1922
0
{
1923
0
    char* p = buf;
1924
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1925
0
        p++;
1926
0
    char* p_start = p;
1927
0
    while (*p != 0)                         // Find end of string
1928
0
        p++;
1929
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1930
0
        p--;
1931
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1932
0
        memmove(buf, p_start, p - p_start);
1933
0
    buf[p - p_start] = 0;                   // Zero terminate
1934
0
}
1935
1936
const char* ImStrSkipBlank(const char* str)
1937
0
{
1938
0
    while (str[0] == ' ' || str[0] == '\t')
1939
0
        str++;
1940
0
    return str;
1941
0
}
1942
1943
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1944
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1945
// B) When buf==NULL vsnprintf() will return the output size.
1946
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1947
1948
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1949
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1950
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1951
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1952
#ifdef IMGUI_USE_STB_SPRINTF
1953
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1954
#define STB_SPRINTF_IMPLEMENTATION
1955
#endif
1956
#ifdef IMGUI_STB_SPRINTF_FILENAME
1957
#include IMGUI_STB_SPRINTF_FILENAME
1958
#else
1959
#include "stb_sprintf.h"
1960
#endif
1961
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1962
1963
#if defined(_MSC_VER) && !defined(vsnprintf)
1964
#define vsnprintf _vsnprintf
1965
#endif
1966
1967
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1968
1
{
1969
1
    va_list args;
1970
1
    va_start(args, fmt);
1971
#ifdef IMGUI_USE_STB_SPRINTF
1972
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1973
#else
1974
1
    int w = vsnprintf(buf, buf_size, fmt, args);
1975
1
#endif
1976
1
    va_end(args);
1977
1
    if (buf == NULL)
1978
0
        return w;
1979
1
    if (w == -1 || w >= (int)buf_size)
1980
0
        w = (int)buf_size - 1;
1981
1
    buf[w] = 0;
1982
1
    return w;
1983
1
}
1984
1985
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1986
3.85k
{
1987
#ifdef IMGUI_USE_STB_SPRINTF
1988
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1989
#else
1990
3.85k
    int w = vsnprintf(buf, buf_size, fmt, args);
1991
3.85k
#endif
1992
3.85k
    if (buf == NULL)
1993
0
        return w;
1994
3.85k
    if (w == -1 || w >= (int)buf_size)
1995
0
        w = (int)buf_size - 1;
1996
3.85k
    buf[w] = 0;
1997
3.85k
    return w;
1998
3.85k
}
1999
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2000
2001
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
2002
3.85k
{
2003
3.85k
    va_list args;
2004
3.85k
    va_start(args, fmt);
2005
3.85k
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
2006
3.85k
    va_end(args);
2007
3.85k
}
2008
2009
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2010
3.85k
{
2011
3.85k
    ImGuiContext& g = *GImGui;
2012
3.85k
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2013
0
    {
2014
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2015
0
        if (buf == NULL)
2016
0
            buf = "(null)";
2017
0
        *out_buf = buf;
2018
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2019
0
    }
2020
3.85k
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2021
0
    {
2022
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2023
0
        const char* buf = va_arg(args, const char*);
2024
0
        if (buf == NULL)
2025
0
        {
2026
0
            buf = "(null)";
2027
0
            buf_len = ImMin(buf_len, 6);
2028
0
        }
2029
0
        *out_buf = buf;
2030
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2031
0
    }
2032
3.85k
    else
2033
3.85k
    {
2034
3.85k
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2035
3.85k
        *out_buf = g.TempBuffer.Data;
2036
3.85k
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2037
3.85k
    }
2038
3.85k
}
2039
2040
// CRC32 needs a 1KB lookup table (not cache friendly)
2041
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2042
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2043
static const ImU32 GCrc32LookupTable[256] =
2044
{
2045
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2046
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2047
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2048
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2049
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2050
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2051
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2052
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2053
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2054
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2055
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2056
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2057
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2058
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2059
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2060
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2061
};
2062
2063
// Known size hash
2064
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2065
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2066
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2067
3.85k
{
2068
3.85k
    ImU32 crc = ~seed;
2069
3.85k
    const unsigned char* data = (const unsigned char*)data_p;
2070
3.85k
    const ImU32* crc32_lut = GCrc32LookupTable;
2071
19.2k
    while (data_size-- != 0)
2072
15.4k
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2073
3.85k
    return ~crc;
2074
3.85k
}
2075
2076
// Zero-terminated string hash, with support for ### to reset back to seed value
2077
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2078
// Because this syntax is rarely used we are optimizing for the common case.
2079
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2080
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2081
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2082
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2083
726k
{
2084
726k
    seed = ~seed;
2085
726k
    ImU32 crc = seed;
2086
726k
    const unsigned char* data = (const unsigned char*)data_p;
2087
726k
    const ImU32* crc32_lut = GCrc32LookupTable;
2088
726k
    if (data_size != 0)
2089
0
    {
2090
0
        while (data_size-- != 0)
2091
0
        {
2092
0
            unsigned char c = *data++;
2093
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2094
0
                crc = seed;
2095
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2096
0
        }
2097
0
    }
2098
726k
    else
2099
726k
    {
2100
10.0M
        while (unsigned char c = *data++)
2101
9.28M
        {
2102
9.28M
            if (c == '#' && data[0] == '#' && data[1] == '#')
2103
140k
                crc = seed;
2104
9.28M
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2105
9.28M
        }
2106
726k
    }
2107
726k
    return ~crc;
2108
726k
}
2109
2110
//-----------------------------------------------------------------------------
2111
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2112
//-----------------------------------------------------------------------------
2113
2114
// Default file functions
2115
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2116
2117
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2118
0
{
2119
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2120
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2121
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2122
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2123
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2124
2125
    // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator.
2126
    // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314).
2127
    wchar_t local_temp_stack[FILENAME_MAX];
2128
    ImVector<wchar_t> local_temp_heap;
2129
    if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack))
2130
        local_temp_heap.resize(filename_wsize + mode_wsize);
2131
    wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack;
2132
    wchar_t* mode_wbuf = filename_wbuf + filename_wsize;
2133
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize);
2134
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize);
2135
    return ::_wfopen(filename_wbuf, mode_wbuf);
2136
#else
2137
0
    return fopen(filename, mode);
2138
0
#endif
2139
0
}
2140
2141
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2142
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2143
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2144
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2145
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2146
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2147
2148
// Helper: Load file content into memory
2149
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2150
// This can't really be used with "rt" because fseek size won't match read size.
2151
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2152
0
{
2153
0
    IM_ASSERT(filename && mode);
2154
0
    if (out_file_size)
2155
0
        *out_file_size = 0;
2156
2157
0
    ImFileHandle f;
2158
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2159
0
        return NULL;
2160
2161
0
    size_t file_size = (size_t)ImFileGetSize(f);
2162
0
    if (file_size == (size_t)-1)
2163
0
    {
2164
0
        ImFileClose(f);
2165
0
        return NULL;
2166
0
    }
2167
2168
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2169
0
    if (file_data == NULL)
2170
0
    {
2171
0
        ImFileClose(f);
2172
0
        return NULL;
2173
0
    }
2174
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2175
0
    {
2176
0
        ImFileClose(f);
2177
0
        IM_FREE(file_data);
2178
0
        return NULL;
2179
0
    }
2180
0
    if (padding_bytes > 0)
2181
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2182
2183
0
    ImFileClose(f);
2184
0
    if (out_file_size)
2185
0
        *out_file_size = file_size;
2186
2187
0
    return file_data;
2188
0
}
2189
2190
//-----------------------------------------------------------------------------
2191
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2192
//-----------------------------------------------------------------------------
2193
2194
IM_MSVC_RUNTIME_CHECKS_OFF
2195
2196
// Convert UTF-8 to 32-bit character, process single character input.
2197
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2198
// We handle UTF-8 decoding error by skipping forward.
2199
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2200
3.76k
{
2201
3.76k
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2202
3.76k
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2203
3.76k
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2204
3.76k
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2205
3.76k
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2206
3.76k
    int len = lengths[*(const unsigned char*)in_text >> 3];
2207
3.76k
    int wanted = len + (len ? 0 : 1);
2208
2209
3.76k
    if (in_text_end == NULL)
2210
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2211
2212
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2213
    // so it is fast even with excessive branching.
2214
3.76k
    unsigned char s[4];
2215
3.76k
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2216
3.76k
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2217
3.76k
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2218
3.76k
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2219
2220
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2221
3.76k
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2222
3.76k
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2223
3.76k
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2224
3.76k
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2225
3.76k
    *out_char >>= shiftc[len];
2226
2227
    // Accumulate the various error conditions.
2228
3.76k
    int e = 0;
2229
3.76k
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2230
3.76k
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2231
3.76k
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2232
3.76k
    e |= (s[1] & 0xc0) >> 2;
2233
3.76k
    e |= (s[2] & 0xc0) >> 4;
2234
3.76k
    e |= (s[3]       ) >> 6;
2235
3.76k
    e ^= 0x2a; // top two bits of each tail byte correct?
2236
3.76k
    e >>= shifte[len];
2237
2238
3.76k
    if (e)
2239
201
    {
2240
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2241
        // One byte is consumed in case of invalid first byte of in_text.
2242
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2243
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2244
201
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2245
201
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2246
201
    }
2247
2248
3.76k
    return wanted;
2249
3.76k
}
2250
2251
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2252
0
{
2253
0
    ImWchar* buf_out = buf;
2254
0
    ImWchar* buf_end = buf + buf_size;
2255
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2256
0
    {
2257
0
        unsigned int c;
2258
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2259
0
        *buf_out++ = (ImWchar)c;
2260
0
    }
2261
0
    *buf_out = 0;
2262
0
    if (in_text_remaining)
2263
0
        *in_text_remaining = in_text;
2264
0
    return (int)(buf_out - buf);
2265
0
}
2266
2267
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2268
0
{
2269
0
    int char_count = 0;
2270
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2271
0
    {
2272
0
        unsigned int c;
2273
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2274
0
        char_count++;
2275
0
    }
2276
0
    return char_count;
2277
0
}
2278
2279
// Based on stb_to_utf8() from github.com/nothings/stb/
2280
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2281
0
{
2282
0
    if (c < 0x80)
2283
0
    {
2284
0
        buf[0] = (char)c;
2285
0
        return 1;
2286
0
    }
2287
0
    if (c < 0x800)
2288
0
    {
2289
0
        if (buf_size < 2) return 0;
2290
0
        buf[0] = (char)(0xc0 + (c >> 6));
2291
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2292
0
        return 2;
2293
0
    }
2294
0
    if (c < 0x10000)
2295
0
    {
2296
0
        if (buf_size < 3) return 0;
2297
0
        buf[0] = (char)(0xe0 + (c >> 12));
2298
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2299
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2300
0
        return 3;
2301
0
    }
2302
0
    if (c <= 0x10FFFF)
2303
0
    {
2304
0
        if (buf_size < 4) return 0;
2305
0
        buf[0] = (char)(0xf0 + (c >> 18));
2306
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2307
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2308
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2309
0
        return 4;
2310
0
    }
2311
    // Invalid code point, the max unicode is 0x10FFFF
2312
0
    return 0;
2313
0
}
2314
2315
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2316
0
{
2317
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2318
0
    out_buf[count] = 0;
2319
0
    return out_buf;
2320
0
}
2321
2322
// Not optimal but we very rarely use this function.
2323
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2324
0
{
2325
0
    unsigned int unused = 0;
2326
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2327
0
}
2328
2329
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2330
0
{
2331
0
    if (c < 0x80) return 1;
2332
0
    if (c < 0x800) return 2;
2333
0
    if (c < 0x10000) return 3;
2334
0
    if (c <= 0x10FFFF) return 4;
2335
0
    return 3;
2336
0
}
2337
2338
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2339
0
{
2340
0
    char* buf_p = out_buf;
2341
0
    const char* buf_end = out_buf + out_buf_size;
2342
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2343
0
    {
2344
0
        unsigned int c = (unsigned int)(*in_text++);
2345
0
        if (c < 0x80)
2346
0
            *buf_p++ = (char)c;
2347
0
        else
2348
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2349
0
    }
2350
0
    *buf_p = 0;
2351
0
    return (int)(buf_p - out_buf);
2352
0
}
2353
2354
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2355
0
{
2356
0
    int bytes_count = 0;
2357
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2358
0
    {
2359
0
        unsigned int c = (unsigned int)(*in_text++);
2360
0
        if (c < 0x80)
2361
0
            bytes_count++;
2362
0
        else
2363
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2364
0
    }
2365
0
    return bytes_count;
2366
0
}
2367
2368
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2369
0
{
2370
0
    while (in_text_curr > in_text_start)
2371
0
    {
2372
0
        in_text_curr--;
2373
0
        if ((*in_text_curr & 0xC0) != 0x80)
2374
0
            return in_text_curr;
2375
0
    }
2376
0
    return in_text_start;
2377
0
}
2378
2379
IM_MSVC_RUNTIME_CHECKS_RESTORE
2380
2381
//-----------------------------------------------------------------------------
2382
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2383
// Note: The Convert functions are early design which are not consistent with other API.
2384
//-----------------------------------------------------------------------------
2385
2386
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2387
0
{
2388
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2389
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2390
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2391
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2392
0
    return IM_COL32(r, g, b, 0xFF);
2393
0
}
2394
2395
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2396
346k
{
2397
346k
    float s = 1.0f / 255.0f;
2398
346k
    return ImVec4(
2399
346k
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2400
346k
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2401
346k
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2402
346k
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2403
346k
}
2404
2405
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2406
1.90M
{
2407
1.90M
    ImU32 out;
2408
1.90M
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2409
1.90M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2410
1.90M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2411
1.90M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2412
1.90M
    return out;
2413
1.90M
}
2414
2415
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2416
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2417
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2418
0
{
2419
0
    float K = 0.f;
2420
0
    if (g < b)
2421
0
    {
2422
0
        ImSwap(g, b);
2423
0
        K = -1.f;
2424
0
    }
2425
0
    if (r < g)
2426
0
    {
2427
0
        ImSwap(r, g);
2428
0
        K = -2.f / 6.f - K;
2429
0
    }
2430
2431
0
    const float chroma = r - (g < b ? g : b);
2432
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2433
0
    out_s = chroma / (r + 1e-20f);
2434
0
    out_v = r;
2435
0
}
2436
2437
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2438
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2439
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2440
0
{
2441
0
    if (s == 0.0f)
2442
0
    {
2443
        // gray
2444
0
        out_r = out_g = out_b = v;
2445
0
        return;
2446
0
    }
2447
2448
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2449
0
    int   i = (int)h;
2450
0
    float f = h - (float)i;
2451
0
    float p = v * (1.0f - s);
2452
0
    float q = v * (1.0f - s * f);
2453
0
    float t = v * (1.0f - s * (1.0f - f));
2454
2455
0
    switch (i)
2456
0
    {
2457
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2458
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2459
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2460
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2461
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2462
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2463
0
    }
2464
0
}
2465
2466
//-----------------------------------------------------------------------------
2467
// [SECTION] ImGuiStorage
2468
// Helper: Key->value storage
2469
//-----------------------------------------------------------------------------
2470
2471
// std::lower_bound but without the bullshit
2472
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2473
285k
{
2474
285k
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2475
285k
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2476
285k
    size_t count = (size_t)(last - first);
2477
855k
    while (count > 0)
2478
570k
    {
2479
570k
        size_t count2 = count >> 1;
2480
570k
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2481
570k
        if (mid->key < key)
2482
144k
        {
2483
144k
            first = ++mid;
2484
144k
            count -= count2 + 1;
2485
144k
        }
2486
425k
        else
2487
425k
        {
2488
425k
            count = count2;
2489
425k
        }
2490
570k
    }
2491
285k
    return first;
2492
285k
}
2493
2494
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2495
void ImGuiStorage::BuildSortByKey()
2496
0
{
2497
0
    struct StaticFunc
2498
0
    {
2499
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2500
0
        {
2501
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2502
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2503
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2504
0
            return 0;
2505
0
        }
2506
0
    };
2507
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2508
0
}
2509
2510
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2511
0
{
2512
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2513
0
    if (it == Data.end() || it->key != key)
2514
0
        return default_val;
2515
0
    return it->val_i;
2516
0
}
2517
2518
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2519
0
{
2520
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2521
0
}
2522
2523
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2524
0
{
2525
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2526
0
    if (it == Data.end() || it->key != key)
2527
0
        return default_val;
2528
0
    return it->val_f;
2529
0
}
2530
2531
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2532
285k
{
2533
285k
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2534
285k
    if (it == Data.end() || it->key != key)
2535
3
        return NULL;
2536
285k
    return it->val_p;
2537
285k
}
2538
2539
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2540
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2541
0
{
2542
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2543
0
    if (it == Data.end() || it->key != key)
2544
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2545
0
    return &it->val_i;
2546
0
}
2547
2548
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2549
0
{
2550
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2551
0
}
2552
2553
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2554
0
{
2555
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2556
0
    if (it == Data.end() || it->key != key)
2557
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2558
0
    return &it->val_f;
2559
0
}
2560
2561
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2562
0
{
2563
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2564
0
    if (it == Data.end() || it->key != key)
2565
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2566
0
    return &it->val_p;
2567
0
}
2568
2569
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2570
void ImGuiStorage::SetInt(ImGuiID key, int val)
2571
0
{
2572
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2573
0
    if (it == Data.end() || it->key != key)
2574
0
        Data.insert(it, ImGuiStoragePair(key, val));
2575
0
    else
2576
0
        it->val_i = val;
2577
0
}
2578
2579
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2580
0
{
2581
0
    SetInt(key, val ? 1 : 0);
2582
0
}
2583
2584
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2585
0
{
2586
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2587
0
    if (it == Data.end() || it->key != key)
2588
0
        Data.insert(it, ImGuiStoragePair(key, val));
2589
0
    else
2590
0
        it->val_f = val;
2591
0
}
2592
2593
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2594
3
{
2595
3
    ImGuiStoragePair* it = LowerBound(Data, key);
2596
3
    if (it == Data.end() || it->key != key)
2597
3
        Data.insert(it, ImGuiStoragePair(key, val));
2598
0
    else
2599
0
        it->val_p = val;
2600
3
}
2601
2602
void ImGuiStorage::SetAllInt(int v)
2603
0
{
2604
0
    for (int i = 0; i < Data.Size; i++)
2605
0
        Data[i].val_i = v;
2606
0
}
2607
2608
//-----------------------------------------------------------------------------
2609
// [SECTION] ImGuiTextFilter
2610
//-----------------------------------------------------------------------------
2611
2612
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2613
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2614
0
{
2615
0
    InputBuf[0] = 0;
2616
0
    CountGrep = 0;
2617
0
    if (default_filter)
2618
0
    {
2619
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2620
0
        Build();
2621
0
    }
2622
0
}
2623
2624
bool ImGuiTextFilter::Draw(const char* label, float width)
2625
0
{
2626
0
    if (width != 0.0f)
2627
0
        ImGui::SetNextItemWidth(width);
2628
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2629
0
    if (value_changed)
2630
0
        Build();
2631
0
    return value_changed;
2632
0
}
2633
2634
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2635
0
{
2636
0
    out->resize(0);
2637
0
    const char* wb = b;
2638
0
    const char* we = wb;
2639
0
    while (we < e)
2640
0
    {
2641
0
        if (*we == separator)
2642
0
        {
2643
0
            out->push_back(ImGuiTextRange(wb, we));
2644
0
            wb = we + 1;
2645
0
        }
2646
0
        we++;
2647
0
    }
2648
0
    if (wb != we)
2649
0
        out->push_back(ImGuiTextRange(wb, we));
2650
0
}
2651
2652
void ImGuiTextFilter::Build()
2653
0
{
2654
0
    Filters.resize(0);
2655
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2656
0
    input_range.split(',', &Filters);
2657
2658
0
    CountGrep = 0;
2659
0
    for (ImGuiTextRange& f : Filters)
2660
0
    {
2661
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2662
0
            f.b++;
2663
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2664
0
            f.e--;
2665
0
        if (f.empty())
2666
0
            continue;
2667
0
        if (f.b[0] != '-')
2668
0
            CountGrep += 1;
2669
0
    }
2670
0
}
2671
2672
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2673
0
{
2674
0
    if (Filters.empty())
2675
0
        return true;
2676
2677
0
    if (text == NULL)
2678
0
        text = "";
2679
2680
0
    for (const ImGuiTextRange& f : Filters)
2681
0
    {
2682
0
        if (f.empty())
2683
0
            continue;
2684
0
        if (f.b[0] == '-')
2685
0
        {
2686
            // Subtract
2687
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2688
0
                return false;
2689
0
        }
2690
0
        else
2691
0
        {
2692
            // Grep
2693
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2694
0
                return true;
2695
0
        }
2696
0
    }
2697
2698
    // Implicit * grep
2699
0
    if (CountGrep == 0)
2700
0
        return true;
2701
2702
0
    return false;
2703
0
}
2704
2705
//-----------------------------------------------------------------------------
2706
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2707
//-----------------------------------------------------------------------------
2708
2709
// On some platform vsnprintf() takes va_list by reference and modifies it.
2710
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2711
#ifndef va_copy
2712
#if defined(__GNUC__) || defined(__clang__)
2713
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2714
#else
2715
#define va_copy(dest, src) (dest = src)
2716
#endif
2717
#endif
2718
2719
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2720
2721
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2722
0
{
2723
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2724
2725
    // Add zero-terminator the first time
2726
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2727
0
    const int needed_sz = write_off + len;
2728
0
    if (write_off + len >= Buf.Capacity)
2729
0
    {
2730
0
        int new_capacity = Buf.Capacity * 2;
2731
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2732
0
    }
2733
2734
0
    Buf.resize(needed_sz);
2735
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2736
0
    Buf[write_off - 1 + len] = 0;
2737
0
}
2738
2739
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2740
0
{
2741
0
    va_list args;
2742
0
    va_start(args, fmt);
2743
0
    appendfv(fmt, args);
2744
0
    va_end(args);
2745
0
}
2746
2747
// Helper: Text buffer for logging/accumulating text
2748
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2749
0
{
2750
0
    va_list args_copy;
2751
0
    va_copy(args_copy, args);
2752
2753
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2754
0
    if (len <= 0)
2755
0
    {
2756
0
        va_end(args_copy);
2757
0
        return;
2758
0
    }
2759
2760
    // Add zero-terminator the first time
2761
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2762
0
    const int needed_sz = write_off + len;
2763
0
    if (write_off + len >= Buf.Capacity)
2764
0
    {
2765
0
        int new_capacity = Buf.Capacity * 2;
2766
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2767
0
    }
2768
2769
0
    Buf.resize(needed_sz);
2770
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2771
0
    va_end(args_copy);
2772
0
}
2773
2774
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2775
0
{
2776
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2777
0
    if (old_size == new_size)
2778
0
        return;
2779
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2780
0
        LineOffsets.push_back(EndOffset);
2781
0
    const char* base_end = base + new_size;
2782
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2783
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2784
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2785
0
    EndOffset = ImMax(EndOffset, new_size);
2786
0
}
2787
2788
//-----------------------------------------------------------------------------
2789
// [SECTION] ImGuiListClipper
2790
//-----------------------------------------------------------------------------
2791
2792
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2793
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2794
static bool GetSkipItemForListClipping()
2795
0
{
2796
0
    ImGuiContext& g = *GImGui;
2797
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2798
0
}
2799
2800
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2801
0
{
2802
0
    if (ranges.Size - offset <= 1)
2803
0
        return;
2804
2805
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2806
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2807
0
        for (int i = offset; i < sort_end + offset; ++i)
2808
0
            if (ranges[i].Min > ranges[i + 1].Min)
2809
0
                ImSwap(ranges[i], ranges[i + 1]);
2810
2811
    // Now fuse ranges together as much as possible.
2812
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2813
0
    {
2814
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2815
0
        if (ranges[i - 1].Max < ranges[i].Min)
2816
0
            continue;
2817
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2818
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2819
0
        ranges.erase(ranges.Data + i);
2820
0
        i--;
2821
0
    }
2822
0
}
2823
2824
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2825
0
{
2826
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2827
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2828
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2829
0
    ImGuiContext& g = *GImGui;
2830
0
    ImGuiWindow* window = g.CurrentWindow;
2831
0
    float off_y = pos_y - window->DC.CursorPos.y;
2832
0
    window->DC.CursorPos.y = pos_y;
2833
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2834
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2835
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2836
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2837
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2838
0
    if (ImGuiTable* table = g.CurrentTable)
2839
0
    {
2840
0
        if (table->IsInsideRow)
2841
0
            ImGui::TableEndRow(table);
2842
0
        table->RowPosY2 = window->DC.CursorPos.y;
2843
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2844
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2845
0
        table->RowBgColorCounter += row_increase;
2846
0
    }
2847
0
}
2848
2849
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2850
0
{
2851
    // StartPosY starts from ItemsFrozen hence the subtraction
2852
    // Perform the add and multiply with double to allow seeking through larger ranges
2853
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2854
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2855
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2856
0
}
2857
2858
ImGuiListClipper::ImGuiListClipper()
2859
0
{
2860
0
    memset(this, 0, sizeof(*this));
2861
0
}
2862
2863
ImGuiListClipper::~ImGuiListClipper()
2864
0
{
2865
0
    End();
2866
0
}
2867
2868
void ImGuiListClipper::Begin(int items_count, float items_height)
2869
0
{
2870
0
    if (Ctx == NULL)
2871
0
        Ctx = ImGui::GetCurrentContext();
2872
2873
0
    ImGuiContext& g = *Ctx;
2874
0
    ImGuiWindow* window = g.CurrentWindow;
2875
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2876
2877
0
    if (ImGuiTable* table = g.CurrentTable)
2878
0
        if (table->IsInsideRow)
2879
0
            ImGui::TableEndRow(table);
2880
2881
0
    StartPosY = window->DC.CursorPos.y;
2882
0
    ItemsHeight = items_height;
2883
0
    ItemsCount = items_count;
2884
0
    DisplayStart = -1;
2885
0
    DisplayEnd = 0;
2886
2887
    // Acquire temporary buffer
2888
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2889
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2890
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2891
0
    data->Reset(this);
2892
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2893
0
    TempData = data;
2894
0
}
2895
2896
void ImGuiListClipper::End()
2897
0
{
2898
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2899
0
    {
2900
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2901
0
        ImGuiContext& g = *Ctx;
2902
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2903
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2904
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2905
2906
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2907
0
        IM_ASSERT(data->ListClipper == this);
2908
0
        data->StepNo = data->Ranges.Size;
2909
0
        if (--g.ClipperTempDataStacked > 0)
2910
0
        {
2911
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2912
0
            data->ListClipper->TempData = data;
2913
0
        }
2914
0
        TempData = NULL;
2915
0
    }
2916
0
    ItemsCount = -1;
2917
0
}
2918
2919
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2920
0
{
2921
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2922
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2923
0
    IM_ASSERT(item_begin <= item_end);
2924
0
    if (item_begin < item_end)
2925
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2926
0
}
2927
2928
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2929
0
{
2930
0
    ImGuiContext& g = *clipper->Ctx;
2931
0
    ImGuiWindow* window = g.CurrentWindow;
2932
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2933
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2934
2935
0
    ImGuiTable* table = g.CurrentTable;
2936
0
    if (table && table->IsInsideRow)
2937
0
        ImGui::TableEndRow(table);
2938
2939
    // No items
2940
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2941
0
        return false;
2942
2943
    // While we are in frozen row state, keep displaying items one by one, unclipped
2944
    // FIXME: Could be stored as a table-agnostic state.
2945
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2946
0
    {
2947
0
        clipper->DisplayStart = data->ItemsFrozen;
2948
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2949
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2950
0
            data->ItemsFrozen++;
2951
0
        return true;
2952
0
    }
2953
2954
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2955
0
    bool calc_clipping = false;
2956
0
    if (data->StepNo == 0)
2957
0
    {
2958
0
        clipper->StartPosY = window->DC.CursorPos.y;
2959
0
        if (clipper->ItemsHeight <= 0.0f)
2960
0
        {
2961
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2962
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2963
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2964
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2965
0
            data->StepNo = 1;
2966
0
            return true;
2967
0
        }
2968
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2969
0
    }
2970
2971
    // Step 1: Let the clipper infer height from first range
2972
0
    if (clipper->ItemsHeight <= 0.0f)
2973
0
    {
2974
0
        IM_ASSERT(data->StepNo == 1);
2975
0
        if (table)
2976
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2977
2978
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2979
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2980
0
        if (affected_by_floating_point_precision)
2981
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2982
2983
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2984
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2985
0
    }
2986
2987
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2988
0
    const int already_submitted = clipper->DisplayEnd;
2989
0
    if (calc_clipping)
2990
0
    {
2991
0
        if (g.LogEnabled)
2992
0
        {
2993
            // If logging is active, do not perform any clipping
2994
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2995
0
        }
2996
0
        else
2997
0
        {
2998
            // Add range selected to be included for navigation
2999
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3000
0
            if (is_nav_request)
3001
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3002
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3003
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3004
3005
            // Add focused/active item
3006
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3007
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3008
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3009
3010
            // Add visible range
3011
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3012
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3013
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3014
0
        }
3015
3016
        // Convert position ranges to item index ranges
3017
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3018
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3019
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3020
0
        for (ImGuiListClipperRange& range : data->Ranges)
3021
0
            if (range.PosToIndexConvert)
3022
0
            {
3023
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3024
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3025
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3026
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3027
0
                range.PosToIndexConvert = false;
3028
0
            }
3029
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3030
0
    }
3031
3032
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3033
0
    while (data->StepNo < data->Ranges.Size)
3034
0
    {
3035
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3036
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3037
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3038
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3039
0
        data->StepNo++;
3040
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3041
0
            continue;
3042
0
        return true;
3043
0
    }
3044
3045
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3046
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3047
0
    if (clipper->ItemsCount < INT_MAX)
3048
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3049
3050
0
    return false;
3051
0
}
3052
3053
bool ImGuiListClipper::Step()
3054
0
{
3055
0
    ImGuiContext& g = *Ctx;
3056
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3057
0
    bool ret = ImGuiListClipper_StepInternal(this);
3058
0
    if (ret && (DisplayStart == DisplayEnd))
3059
0
        ret = false;
3060
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3061
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3062
0
    if (need_items_height && ItemsHeight > 0.0f)
3063
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3064
0
    if (ret)
3065
0
    {
3066
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3067
0
    }
3068
0
    else
3069
0
    {
3070
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3071
0
        End();
3072
0
    }
3073
0
    return ret;
3074
0
}
3075
3076
//-----------------------------------------------------------------------------
3077
// [SECTION] STYLING
3078
//-----------------------------------------------------------------------------
3079
3080
ImGuiStyle& ImGui::GetStyle()
3081
205k
{
3082
205k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3083
205k
    return GImGui->Style;
3084
205k
}
3085
3086
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3087
1.70M
{
3088
1.70M
    ImGuiStyle& style = GImGui->Style;
3089
1.70M
    ImVec4 c = style.Colors[idx];
3090
1.70M
    c.w *= style.Alpha * alpha_mul;
3091
1.70M
    return ColorConvertFloat4ToU32(c);
3092
1.70M
}
3093
3094
ImU32 ImGui::GetColorU32(const ImVec4& col)
3095
0
{
3096
0
    ImGuiStyle& style = GImGui->Style;
3097
0
    ImVec4 c = col;
3098
0
    c.w *= style.Alpha;
3099
0
    return ColorConvertFloat4ToU32(c);
3100
0
}
3101
3102
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3103
0
{
3104
0
    ImGuiStyle& style = GImGui->Style;
3105
0
    return style.Colors[idx];
3106
0
}
3107
3108
ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul)
3109
0
{
3110
0
    ImGuiStyle& style = GImGui->Style;
3111
0
    alpha_mul *= style.Alpha;
3112
0
    if (alpha_mul >= 1.0f)
3113
0
        return col;
3114
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3115
0
    a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
3116
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3117
0
}
3118
3119
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3120
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3121
0
{
3122
0
    ImGuiContext& g = *GImGui;
3123
0
    ImGuiColorMod backup;
3124
0
    backup.Col = idx;
3125
0
    backup.BackupValue = g.Style.Colors[idx];
3126
0
    g.ColorStack.push_back(backup);
3127
0
    if (g.DebugFlashStyleColorIdx != idx)
3128
0
        g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3129
0
}
3130
3131
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3132
140k
{
3133
140k
    ImGuiContext& g = *GImGui;
3134
140k
    ImGuiColorMod backup;
3135
140k
    backup.Col = idx;
3136
140k
    backup.BackupValue = g.Style.Colors[idx];
3137
140k
    g.ColorStack.push_back(backup);
3138
140k
    if (g.DebugFlashStyleColorIdx != idx)
3139
140k
        g.Style.Colors[idx] = col;
3140
140k
}
3141
3142
void ImGui::PopStyleColor(int count)
3143
140k
{
3144
140k
    ImGuiContext& g = *GImGui;
3145
140k
    if (g.ColorStack.Size < count)
3146
0
    {
3147
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!");
3148
0
        count = g.ColorStack.Size;
3149
0
    }
3150
281k
    while (count > 0)
3151
140k
    {
3152
140k
        ImGuiColorMod& backup = g.ColorStack.back();
3153
140k
        g.Style.Colors[backup.Col] = backup.BackupValue;
3154
140k
        g.ColorStack.pop_back();
3155
140k
        count--;
3156
140k
    }
3157
140k
}
3158
3159
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3160
{
3161
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3162
};
3163
3164
static const ImGuiDataVarInfo GStyleVarInfo[] =
3165
{
3166
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                 // ImGuiStyleVar_Alpha
3167
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },         // ImGuiStyleVar_DisabledAlpha
3168
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },         // ImGuiStyleVar_WindowPadding
3169
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },        // ImGuiStyleVar_WindowRounding
3170
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },      // ImGuiStyleVar_WindowBorderSize
3171
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },         // ImGuiStyleVar_WindowMinSize
3172
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },      // ImGuiStyleVar_WindowTitleAlign
3173
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },         // ImGuiStyleVar_ChildRounding
3174
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },       // ImGuiStyleVar_ChildBorderSize
3175
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },         // ImGuiStyleVar_PopupRounding
3176
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },       // ImGuiStyleVar_PopupBorderSize
3177
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },          // ImGuiStyleVar_FramePadding
3178
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },         // ImGuiStyleVar_FrameRounding
3179
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },       // ImGuiStyleVar_FrameBorderSize
3180
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },           // ImGuiStyleVar_ItemSpacing
3181
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },      // ImGuiStyleVar_ItemInnerSpacing
3182
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },         // ImGuiStyleVar_IndentSpacing
3183
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },           // ImGuiStyleVar_CellPadding
3184
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },         // ImGuiStyleVar_ScrollbarSize
3185
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },     // ImGuiStyleVar_ScrollbarRounding
3186
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },           // ImGuiStyleVar_GrabMinSize
3187
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },          // ImGuiStyleVar_GrabRounding
3188
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },           // ImGuiStyleVar_TabRounding
3189
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },      // ImGuiStyleVar_TabBarBorderSize
3190
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },       // ImGuiStyleVar_ButtonTextAlign
3191
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },   // ImGuiStyleVar_SelectableTextAlign
3192
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3193
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },    // ImGuiStyleVar_SeparatorTextAlign
3194
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },  // ImGuiStyleVar_SeparatorTextPadding
3195
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) },  // ImGuiStyleVar_DockingSeparatorSize
3196
};
3197
3198
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3199
281k
{
3200
281k
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3201
281k
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3202
281k
    return &GStyleVarInfo[idx];
3203
281k
}
3204
3205
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3206
0
{
3207
0
    ImGuiContext& g = *GImGui;
3208
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3209
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3210
0
    {
3211
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3212
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3213
0
        *pvar = val;
3214
0
        return;
3215
0
    }
3216
0
    IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3217
0
}
3218
3219
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3220
140k
{
3221
140k
    ImGuiContext& g = *GImGui;
3222
140k
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3223
140k
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3224
140k
    {
3225
140k
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3226
140k
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3227
140k
        *pvar = val;
3228
140k
        return;
3229
140k
    }
3230
0
    IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3231
0
}
3232
3233
void ImGui::PopStyleVar(int count)
3234
140k
{
3235
140k
    ImGuiContext& g = *GImGui;
3236
140k
    if (g.StyleVarStack.Size < count)
3237
0
    {
3238
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!");
3239
0
        count = g.StyleVarStack.Size;
3240
0
    }
3241
281k
    while (count > 0)
3242
140k
    {
3243
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3244
140k
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3245
140k
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3246
140k
        void* data = info->GetVarPtr(&g.Style);
3247
140k
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3248
140k
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3249
140k
        g.StyleVarStack.pop_back();
3250
140k
        count--;
3251
140k
    }
3252
140k
}
3253
3254
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3255
0
{
3256
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3257
0
    switch (idx)
3258
0
    {
3259
0
    case ImGuiCol_Text: return "Text";
3260
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3261
0
    case ImGuiCol_WindowBg: return "WindowBg";
3262
0
    case ImGuiCol_ChildBg: return "ChildBg";
3263
0
    case ImGuiCol_PopupBg: return "PopupBg";
3264
0
    case ImGuiCol_Border: return "Border";
3265
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3266
0
    case ImGuiCol_FrameBg: return "FrameBg";
3267
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3268
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3269
0
    case ImGuiCol_TitleBg: return "TitleBg";
3270
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3271
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3272
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3273
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3274
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3275
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3276
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3277
0
    case ImGuiCol_CheckMark: return "CheckMark";
3278
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3279
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3280
0
    case ImGuiCol_Button: return "Button";
3281
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3282
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3283
0
    case ImGuiCol_Header: return "Header";
3284
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3285
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3286
0
    case ImGuiCol_Separator: return "Separator";
3287
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3288
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3289
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3290
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3291
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3292
0
    case ImGuiCol_Tab: return "Tab";
3293
0
    case ImGuiCol_TabHovered: return "TabHovered";
3294
0
    case ImGuiCol_TabActive: return "TabActive";
3295
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3296
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3297
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3298
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3299
0
    case ImGuiCol_PlotLines: return "PlotLines";
3300
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3301
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3302
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3303
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3304
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3305
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3306
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3307
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3308
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3309
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3310
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3311
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3312
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3313
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3314
0
    }
3315
0
    IM_ASSERT(0);
3316
0
    return "Unknown";
3317
0
}
3318
3319
3320
//-----------------------------------------------------------------------------
3321
// [SECTION] RENDER HELPERS
3322
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3323
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3324
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3325
//-----------------------------------------------------------------------------
3326
3327
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3328
562k
{
3329
562k
    const char* text_display_end = text;
3330
562k
    if (!text_end)
3331
562k
        text_end = (const char*)-1;
3332
3333
5.06M
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3334
4.49M
        text_display_end++;
3335
562k
    return text_display_end;
3336
562k
}
3337
3338
// Internal ImGui functions to render text
3339
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3340
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3341
0
{
3342
0
    ImGuiContext& g = *GImGui;
3343
0
    ImGuiWindow* window = g.CurrentWindow;
3344
3345
    // Hide anything after a '##' string
3346
0
    const char* text_display_end;
3347
0
    if (hide_text_after_hash)
3348
0
    {
3349
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3350
0
    }
3351
0
    else
3352
0
    {
3353
0
        if (!text_end)
3354
0
            text_end = text + strlen(text); // FIXME-OPT
3355
0
        text_display_end = text_end;
3356
0
    }
3357
3358
0
    if (text != text_display_end)
3359
0
    {
3360
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3361
0
        if (g.LogEnabled)
3362
0
            LogRenderedText(&pos, text, text_display_end);
3363
0
    }
3364
0
}
3365
3366
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3367
0
{
3368
0
    ImGuiContext& g = *GImGui;
3369
0
    ImGuiWindow* window = g.CurrentWindow;
3370
3371
0
    if (!text_end)
3372
0
        text_end = text + strlen(text); // FIXME-OPT
3373
3374
0
    if (text != text_end)
3375
0
    {
3376
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3377
0
        if (g.LogEnabled)
3378
0
            LogRenderedText(&pos, text, text_end);
3379
0
    }
3380
0
}
3381
3382
// Default clip_rect uses (pos_min,pos_max)
3383
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3384
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3385
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3386
// better advantage of the render function taking size into account for coarse clipping.
3387
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3388
281k
{
3389
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3390
281k
    ImVec2 pos = pos_min;
3391
281k
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3392
3393
281k
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3394
281k
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3395
281k
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3396
281k
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3397
281k
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3398
3399
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3400
281k
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3401
281k
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3402
3403
    // Render
3404
281k
    if (need_clipping)
3405
140k
    {
3406
140k
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3407
140k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3408
140k
    }
3409
140k
    else
3410
140k
    {
3411
140k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3412
140k
    }
3413
281k
}
3414
3415
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3416
281k
{
3417
    // Hide anything after a '##' string
3418
281k
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3419
281k
    const int text_len = (int)(text_display_end - text);
3420
281k
    if (text_len == 0)
3421
0
        return;
3422
3423
281k
    ImGuiContext& g = *GImGui;
3424
281k
    ImGuiWindow* window = g.CurrentWindow;
3425
281k
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3426
281k
    if (g.LogEnabled)
3427
0
        LogRenderedText(&pos_min, text, text_display_end);
3428
281k
}
3429
3430
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3431
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3432
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3433
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3434
0
{
3435
0
    ImGuiContext& g = *GImGui;
3436
0
    if (text_end_full == NULL)
3437
0
        text_end_full = FindRenderedTextEnd(text);
3438
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3439
3440
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3441
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3442
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3443
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3444
0
    if (text_size.x > pos_max.x - pos_min.x)
3445
0
    {
3446
        // Hello wo...
3447
        // |       |   |
3448
        // min   max   ellipsis_max
3449
        //          <-> this is generally some padding value
3450
3451
0
        const ImFont* font = draw_list->_Data->Font;
3452
0
        const float font_size = draw_list->_Data->FontSize;
3453
0
        const float font_scale = font_size / font->FontSize;
3454
0
        const char* text_end_ellipsis = NULL;
3455
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3456
3457
        // We can now claim the space between pos_max.x and ellipsis_max.x
3458
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3459
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3460
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3461
0
        {
3462
            // Always display at least 1 character if there's no room for character + ellipsis
3463
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3464
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3465
0
        }
3466
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3467
0
        {
3468
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3469
0
            text_end_ellipsis--;
3470
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3471
0
        }
3472
3473
        // Render text, render ellipsis
3474
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3475
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3476
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3477
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3478
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3479
0
    }
3480
0
    else
3481
0
    {
3482
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3483
0
    }
3484
3485
0
    if (g.LogEnabled)
3486
0
        LogRenderedText(&pos_min, text, text_end_full);
3487
0
}
3488
3489
// Render a rectangle shaped with optional rounding and borders
3490
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3491
136k
{
3492
136k
    ImGuiContext& g = *GImGui;
3493
136k
    ImGuiWindow* window = g.CurrentWindow;
3494
136k
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3495
136k
    const float border_size = g.Style.FrameBorderSize;
3496
136k
    if (border && border_size > 0.0f)
3497
136k
    {
3498
136k
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3499
136k
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3500
136k
    }
3501
136k
}
3502
3503
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3504
0
{
3505
0
    ImGuiContext& g = *GImGui;
3506
0
    ImGuiWindow* window = g.CurrentWindow;
3507
0
    const float border_size = g.Style.FrameBorderSize;
3508
0
    if (border_size > 0.0f)
3509
0
    {
3510
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3511
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3512
0
    }
3513
0
}
3514
3515
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3516
4.41k
{
3517
4.41k
    ImGuiContext& g = *GImGui;
3518
4.41k
    if (id != g.NavId)
3519
3.29k
        return;
3520
1.12k
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3521
190
        return;
3522
937
    ImGuiWindow* window = g.CurrentWindow;
3523
937
    if (window->DC.NavHideHighlightOneFrame)
3524
0
        return;
3525
3526
937
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3527
937
    ImRect display_rect = bb;
3528
937
    display_rect.ClipWith(window->ClipRect);
3529
937
    const float thickness = 2.0f;
3530
937
    if (flags & ImGuiNavHighlightFlags_Compact)
3531
859
    {
3532
859
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
3533
859
    }
3534
78
    else
3535
78
    {
3536
78
        const float distance = 3.0f + thickness * 0.5f;
3537
78
        display_rect.Expand(ImVec2(distance, distance));
3538
78
        bool fully_visible = window->ClipRect.Contains(display_rect);
3539
78
        if (!fully_visible)
3540
3
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3541
78
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
3542
78
        if (!fully_visible)
3543
3
            window->DrawList->PopClipRect();
3544
78
    }
3545
937
}
3546
3547
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3548
0
{
3549
0
    ImGuiContext& g = *GImGui;
3550
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3551
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3552
0
    for (ImGuiViewportP* viewport : g.Viewports)
3553
0
    {
3554
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3555
0
        ImVec2 offset, size, uv[4];
3556
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3557
0
            continue;
3558
0
        const ImVec2 pos = base_pos - offset;
3559
0
        const float scale = base_scale * viewport->DpiScale;
3560
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3561
0
            continue;
3562
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3563
0
        ImTextureID tex_id = font_atlas->TexID;
3564
0
        draw_list->PushTextureID(tex_id);
3565
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3566
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3567
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3568
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3569
0
        draw_list->PopTextureID();
3570
0
    }
3571
0
}
3572
3573
//-----------------------------------------------------------------------------
3574
// [SECTION] INITIALIZATION, SHUTDOWN
3575
//-----------------------------------------------------------------------------
3576
3577
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3578
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3579
ImGuiContext* ImGui::GetCurrentContext()
3580
1
{
3581
1
    return GImGui;
3582
1
}
3583
3584
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3585
1
{
3586
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3587
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3588
#else
3589
1
    GImGui = ctx;
3590
1
#endif
3591
1
}
3592
3593
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3594
0
{
3595
0
    GImAllocatorAllocFunc = alloc_func;
3596
0
    GImAllocatorFreeFunc = free_func;
3597
0
    GImAllocatorUserData = user_data;
3598
0
}
3599
3600
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3601
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3602
0
{
3603
0
    *p_alloc_func = GImAllocatorAllocFunc;
3604
0
    *p_free_func = GImAllocatorFreeFunc;
3605
0
    *p_user_data = GImAllocatorUserData;
3606
0
}
3607
3608
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3609
1
{
3610
1
    ImGuiContext* prev_ctx = GetCurrentContext();
3611
1
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3612
1
    SetCurrentContext(ctx);
3613
1
    Initialize();
3614
1
    if (prev_ctx != NULL)
3615
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3616
1
    return ctx;
3617
1
}
3618
3619
void ImGui::DestroyContext(ImGuiContext* ctx)
3620
0
{
3621
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3622
0
    if (ctx == NULL) //-V1051
3623
0
        ctx = prev_ctx;
3624
0
    SetCurrentContext(ctx);
3625
0
    Shutdown();
3626
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3627
0
    IM_DELETE(ctx);
3628
0
}
3629
3630
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3631
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3632
{
3633
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3634
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3635
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3636
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3637
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3638
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3639
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3640
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3641
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3642
    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
3643
    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
3644
};
3645
3646
void ImGui::Initialize()
3647
1
{
3648
1
    ImGuiContext& g = *GImGui;
3649
1
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3650
3651
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3652
1
    {
3653
1
        ImGuiSettingsHandler ini_handler;
3654
1
        ini_handler.TypeName = "Window";
3655
1
        ini_handler.TypeHash = ImHashStr("Window");
3656
1
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3657
1
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3658
1
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3659
1
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3660
1
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3661
1
        AddSettingsHandler(&ini_handler);
3662
1
    }
3663
1
    TableSettingsAddSettingsHandler();
3664
3665
    // Setup default localization table
3666
1
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3667
3668
    // Setup default platform clipboard/IME handlers.
3669
1
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3670
1
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3671
1
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3672
1
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3673
3674
    // Create default viewport
3675
1
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3676
1
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3677
1
    viewport->Idx = 0;
3678
1
    viewport->PlatformWindowCreated = true;
3679
1
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3680
1
    g.Viewports.push_back(viewport);
3681
1
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3682
1
    g.ViewportCreatedCount++;
3683
1
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3684
3685
    // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
3686
155
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
3687
154
        if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
3688
154
            || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
3689
154
            || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
3690
154
            || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
3691
64
            g.KeysMayBeCharInput.SetBit(key);
3692
3693
1
#ifdef IMGUI_HAS_DOCK
3694
    // Initialize Docking
3695
1
    DockContextInitialize(&g);
3696
1
#endif
3697
3698
1
    g.Initialized = true;
3699
1
}
3700
3701
// This function is merely here to free heap allocations.
3702
void ImGui::Shutdown()
3703
0
{
3704
0
    ImGuiContext& g = *GImGui;
3705
0
    IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
3706
0
    IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
3707
3708
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3709
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3710
0
    {
3711
0
        g.IO.Fonts->Locked = false;
3712
0
        IM_DELETE(g.IO.Fonts);
3713
0
    }
3714
0
    g.IO.Fonts = NULL;
3715
0
    g.DrawListSharedData.TempBuffer.clear();
3716
3717
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3718
0
    if (!g.Initialized)
3719
0
        return;
3720
3721
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3722
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3723
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3724
3725
    // Destroy platform windows
3726
0
    DestroyPlatformWindows();
3727
3728
    // Shutdown extensions
3729
0
    DockContextShutdown(&g);
3730
3731
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3732
3733
    // Clear everything else
3734
0
    g.Windows.clear_delete();
3735
0
    g.WindowsFocusOrder.clear();
3736
0
    g.WindowsTempSortBuffer.clear();
3737
0
    g.CurrentWindow = NULL;
3738
0
    g.CurrentWindowStack.clear();
3739
0
    g.WindowsById.Clear();
3740
0
    g.NavWindow = NULL;
3741
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3742
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3743
0
    g.MovingWindow = NULL;
3744
3745
0
    g.KeysRoutingTable.Clear();
3746
3747
0
    g.ColorStack.clear();
3748
0
    g.StyleVarStack.clear();
3749
0
    g.FontStack.clear();
3750
0
    g.OpenPopupStack.clear();
3751
0
    g.BeginPopupStack.clear();
3752
0
    g.NavTreeNodeStack.clear();
3753
3754
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3755
0
    g.Viewports.clear_delete();
3756
3757
0
    g.TabBars.Clear();
3758
0
    g.CurrentTabBarStack.clear();
3759
0
    g.ShrinkWidthBuffer.clear();
3760
3761
0
    g.ClipperTempData.clear_destruct();
3762
3763
0
    g.Tables.Clear();
3764
0
    g.TablesTempData.clear_destruct();
3765
0
    g.DrawChannelsTempMergeBuffer.clear();
3766
3767
0
    g.ClipboardHandlerData.clear();
3768
0
    g.MenusIdSubmittedThisFrame.clear();
3769
0
    g.InputTextState.ClearFreeMemory();
3770
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3771
3772
0
    g.SettingsWindows.clear();
3773
0
    g.SettingsHandlers.clear();
3774
3775
0
    if (g.LogFile)
3776
0
    {
3777
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3778
0
        if (g.LogFile != stdout)
3779
0
#endif
3780
0
            ImFileClose(g.LogFile);
3781
0
        g.LogFile = NULL;
3782
0
    }
3783
0
    g.LogBuffer.clear();
3784
0
    g.DebugLogBuf.clear();
3785
0
    g.DebugLogIndex.clear();
3786
3787
0
    g.Initialized = false;
3788
0
}
3789
3790
// No specific ordering/dependency support, will see as needed
3791
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3792
0
{
3793
0
    ImGuiContext& g = *ctx;
3794
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3795
0
    g.Hooks.push_back(*hook);
3796
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3797
0
    return g.HookIdNext;
3798
0
}
3799
3800
// Deferred removal, avoiding issue with changing vector while iterating it
3801
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3802
0
{
3803
0
    ImGuiContext& g = *ctx;
3804
0
    IM_ASSERT(hook_id != 0);
3805
0
    for (ImGuiContextHook& hook : g.Hooks)
3806
0
        if (hook.HookId == hook_id)
3807
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3808
0
}
3809
3810
// Call context hooks (used by e.g. test engine)
3811
// We assume a small number of hooks so all stored in same array
3812
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3813
843k
{
3814
843k
    ImGuiContext& g = *ctx;
3815
843k
    for (ImGuiContextHook& hook : g.Hooks)
3816
0
        if (hook.Type == hook_type)
3817
0
            hook.Callback(&g, &hook);
3818
843k
}
3819
3820
3821
//-----------------------------------------------------------------------------
3822
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3823
//-----------------------------------------------------------------------------
3824
3825
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3826
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3827
3
{
3828
3
    memset(this, 0, sizeof(*this));
3829
3
    Ctx = ctx;
3830
3
    Name = ImStrdup(name);
3831
3
    NameBufLen = (int)strlen(name) + 1;
3832
3
    ID = ImHashStr(name);
3833
3
    IDStack.push_back(ID);
3834
3
    ViewportAllowPlatformMonitorExtend = -1;
3835
3
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3836
3
    MoveId = GetID("#MOVE");
3837
3
    TabId = GetID("#TAB");
3838
3
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3839
3
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3840
3
    AutoFitFramesX = AutoFitFramesY = -1;
3841
3
    AutoPosLastDirection = ImGuiDir_None;
3842
3
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3843
3
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3844
3
    LastFrameActive = -1;
3845
3
    LastFrameJustFocused = -1;
3846
3
    LastTimeActive = -1.0f;
3847
3
    FontWindowScale = FontDpiScale = 1.0f;
3848
3
    SettingsOffset = -1;
3849
3
    DockOrder = -1;
3850
3
    DrawList = &DrawListInst;
3851
3
    DrawList->_Data = &Ctx->DrawListSharedData;
3852
3
    DrawList->_OwnerName = Name;
3853
3
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3854
3
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3855
3
}
3856
3857
ImGuiWindow::~ImGuiWindow()
3858
0
{
3859
0
    IM_ASSERT(DrawList == &DrawListInst);
3860
0
    IM_DELETE(Name);
3861
0
    ColumnsStorage.clear_destruct();
3862
0
}
3863
3864
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3865
296k
{
3866
296k
    ImGuiID seed = IDStack.back();
3867
296k
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3868
296k
    ImGuiContext& g = *Ctx;
3869
296k
    if (g.DebugHookIdInfo == id)
3870
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3871
296k
    return id;
3872
296k
}
3873
3874
ImGuiID ImGuiWindow::GetID(const void* ptr)
3875
0
{
3876
0
    ImGuiID seed = IDStack.back();
3877
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3878
0
    ImGuiContext& g = *Ctx;
3879
0
    if (g.DebugHookIdInfo == id)
3880
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3881
0
    return id;
3882
0
}
3883
3884
ImGuiID ImGuiWindow::GetID(int n)
3885
3.85k
{
3886
3.85k
    ImGuiID seed = IDStack.back();
3887
3.85k
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3888
3.85k
    ImGuiContext& g = *Ctx;
3889
3.85k
    if (g.DebugHookIdInfo == id)
3890
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3891
3.85k
    return id;
3892
3.85k
}
3893
3894
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3895
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3896
0
{
3897
0
    ImGuiID seed = IDStack.back();
3898
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3899
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3900
0
    return id;
3901
0
}
3902
3903
static void SetCurrentWindow(ImGuiWindow* window)
3904
570k
{
3905
570k
    ImGuiContext& g = *GImGui;
3906
570k
    g.CurrentWindow = window;
3907
570k
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3908
570k
    if (window)
3909
429k
    {
3910
429k
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3911
429k
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3912
429k
    }
3913
570k
}
3914
3915
void ImGui::GcCompactTransientMiscBuffers()
3916
0
{
3917
0
    ImGuiContext& g = *GImGui;
3918
0
    g.ItemFlagsStack.clear();
3919
0
    g.GroupStack.clear();
3920
0
    TableGcCompactSettings();
3921
0
}
3922
3923
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3924
// Not freed:
3925
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3926
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3927
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3928
1
{
3929
1
    window->MemoryCompacted = true;
3930
1
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3931
1
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3932
1
    window->IDStack.clear();
3933
1
    window->DrawList->_ClearFreeMemory();
3934
1
    window->DC.ChildWindows.clear();
3935
1
    window->DC.ItemWidthStack.clear();
3936
1
    window->DC.TextWrapPosStack.clear();
3937
1
}
3938
3939
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3940
0
{
3941
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3942
    // The other buffers tends to amortize much faster.
3943
0
    window->MemoryCompacted = false;
3944
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3945
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3946
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3947
0
}
3948
3949
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3950
36
{
3951
36
    ImGuiContext& g = *GImGui;
3952
3953
    // Clear previous active id
3954
36
    if (g.ActiveId != 0)
3955
11
    {
3956
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3957
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3958
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3959
11
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3960
0
        {
3961
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3962
0
            g.MovingWindow = NULL;
3963
0
        }
3964
3965
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3966
        // but since this is currently quite an exception we'll leave it as is.
3967
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3968
11
        if (g.InputTextState.ID == g.ActiveId)
3969
0
            InputTextDeactivateHook(g.ActiveId);
3970
11
    }
3971
3972
    // Set active id
3973
36
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3974
36
    if (g.ActiveIdIsJustActivated)
3975
22
    {
3976
22
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3977
22
        g.ActiveIdTimer = 0.0f;
3978
22
        g.ActiveIdHasBeenPressedBefore = false;
3979
22
        g.ActiveIdHasBeenEditedBefore = false;
3980
22
        g.ActiveIdMouseButton = -1;
3981
22
        if (id != 0)
3982
11
        {
3983
11
            g.LastActiveId = id;
3984
11
            g.LastActiveIdTimer = 0.0f;
3985
11
        }
3986
22
    }
3987
36
    g.ActiveId = id;
3988
36
    g.ActiveIdAllowOverlap = false;
3989
36
    g.ActiveIdNoClearOnFocusLoss = false;
3990
36
    g.ActiveIdWindow = window;
3991
36
    g.ActiveIdHasBeenEditedThisFrame = false;
3992
36
    g.ActiveIdFromShortcut = false;
3993
36
    if (id)
3994
11
    {
3995
11
        g.ActiveIdIsAlive = id;
3996
11
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
3997
11
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
3998
11
    }
3999
4000
    // Clear declaration of inputs claimed by the widget
4001
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4002
36
    g.ActiveIdUsingNavDirMask = 0x00;
4003
36
    g.ActiveIdUsingAllKeyboardKeys = false;
4004
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4005
    g.ActiveIdUsingNavInputMask = 0x00;
4006
#endif
4007
36
}
4008
4009
void ImGui::ClearActiveID()
4010
25
{
4011
25
    SetActiveID(0, NULL); // g.ActiveId = 0;
4012
25
}
4013
4014
void ImGui::SetHoveredID(ImGuiID id)
4015
12
{
4016
12
    ImGuiContext& g = *GImGui;
4017
12
    g.HoveredId = id;
4018
12
    g.HoveredIdAllowOverlap = false;
4019
12
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4020
12
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4021
12
}
4022
4023
ImGuiID ImGui::GetHoveredID()
4024
0
{
4025
0
    ImGuiContext& g = *GImGui;
4026
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4027
0
}
4028
4029
void ImGui::MarkItemEdited(ImGuiID id)
4030
0
{
4031
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4032
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4033
0
    ImGuiContext& g = *GImGui;
4034
0
    if (g.LockMarkEdited > 0)
4035
0
        return;
4036
0
    if (g.ActiveId == id || g.ActiveId == 0)
4037
0
    {
4038
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4039
0
        g.ActiveIdHasBeenEditedBefore = true;
4040
0
    }
4041
4042
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4043
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4044
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4045
4046
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4047
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4048
0
}
4049
4050
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4051
17
{
4052
    // An active popup disable hovering on other windows (apart from its own children)
4053
    // FIXME-OPT: This could be cached/stored within the window.
4054
17
    ImGuiContext& g = *GImGui;
4055
17
    if (g.NavWindow)
4056
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4057
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4058
0
            {
4059
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4060
                // NB: The 'else' is important because Modal windows are also Popups.
4061
0
                bool want_inhibit = false;
4062
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4063
0
                    want_inhibit = true;
4064
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4065
0
                    want_inhibit = true;
4066
4067
                // Inhibit hover unless the window is within the stack of our modal/popup
4068
0
                if (want_inhibit)
4069
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4070
0
                        return false;
4071
0
            }
4072
4073
    // Filter by viewport
4074
17
    if (window->Viewport != g.MouseViewport)
4075
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4076
0
            return false;
4077
4078
17
    return true;
4079
17
}
4080
4081
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4082
0
{
4083
0
    ImGuiContext& g = *GImGui;
4084
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4085
0
        return g.Style.HoverDelayNormal;
4086
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4087
0
        return g.Style.HoverDelayShort;
4088
0
    return 0.0f;
4089
0
}
4090
4091
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4092
0
{
4093
    // Allow instance flags to override shared flags
4094
0
    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4095
0
        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4096
0
    return user_flags | shared_flags;
4097
0
}
4098
4099
// This is roughly matching the behavior of internal-facing ItemHoverable()
4100
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4101
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4102
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4103
0
{
4104
0
    ImGuiContext& g = *GImGui;
4105
0
    ImGuiWindow* window = g.CurrentWindow;
4106
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4107
4108
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4109
0
    {
4110
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4111
0
            return false;
4112
0
        if (!IsItemFocused())
4113
0
            return false;
4114
4115
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4116
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4117
0
    }
4118
0
    else
4119
0
    {
4120
        // Test for bounding box overlap, as updated as ItemAdd()
4121
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4122
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4123
0
            return false;
4124
4125
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4126
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4127
4128
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4129
4130
        // Done with rectangle culling so we can perform heavier checks now
4131
        // Test if we are hovering the right window (our window could be behind another window)
4132
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4133
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4134
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4135
        // the test that has been running for a long while.
4136
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4137
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4138
0
                return false;
4139
4140
        // Test if another item is active (e.g. being dragged)
4141
0
        const ImGuiID id = g.LastItemData.ID;
4142
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4143
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4144
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4145
0
                    return false;
4146
4147
        // Test if interactions on this window are blocked by an active popup or modal.
4148
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4149
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4150
0
            return false;
4151
4152
        // Test if the item is disabled
4153
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4154
0
            return false;
4155
4156
        // Special handling for calling after Begin() which represent the title bar or tab.
4157
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4158
        // will never be overwritten so we need to detect the case.
4159
0
        if (id == window->MoveId && window->WriteAccessed)
4160
0
            return false;
4161
4162
        // Test if using AllowOverlap and overlapped
4163
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4164
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4165
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4166
0
                    return false;
4167
0
    }
4168
4169
    // Handle hover delay
4170
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4171
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4172
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4173
0
    {
4174
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4175
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4176
0
            g.HoverItemDelayTimer = 0.0f;
4177
0
        g.HoverItemDelayId = hover_delay_id;
4178
4179
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4180
        // but once unlocked on a given item we also moving.
4181
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4182
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4183
0
            return false;
4184
4185
0
        if (g.HoverItemDelayTimer < delay)
4186
0
            return false;
4187
0
    }
4188
4189
0
    return true;
4190
0
}
4191
4192
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4193
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4194
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4195
// If you used this in your legacy/custom widgets code:
4196
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4197
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4198
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4199
287k
{
4200
287k
    ImGuiContext& g = *GImGui;
4201
287k
    ImGuiWindow* window = g.CurrentWindow;
4202
287k
    if (g.HoveredWindow != window)
4203
287k
        return false;
4204
78
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4205
66
        return false;
4206
4207
12
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4208
0
        return false;
4209
12
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4210
0
        if (!g.ActiveIdFromShortcut)
4211
0
            return false;
4212
4213
    // Done with rectangle culling so we can perform heavier checks now.
4214
12
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4215
0
    {
4216
0
        g.HoveredIdDisabled = true;
4217
0
        return false;
4218
0
    }
4219
4220
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4221
    // hover test in widgets code. We could also decide to split this function is two.
4222
12
    if (id != 0)
4223
12
    {
4224
        // Drag source doesn't report as hovered
4225
12
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4226
0
            return false;
4227
4228
12
        SetHoveredID(id);
4229
4230
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4231
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4232
12
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4233
0
        {
4234
0
            g.HoveredIdAllowOverlap = true;
4235
0
            if (g.HoveredIdPreviousFrame != id)
4236
0
                return false;
4237
0
        }
4238
12
    }
4239
4240
    // When disabled we'll return false but still set HoveredId
4241
12
    if (item_flags & ImGuiItemFlags_Disabled)
4242
0
    {
4243
        // Release active id if turning disabled
4244
0
        if (g.ActiveId == id && id != 0)
4245
0
            ClearActiveID();
4246
0
        g.HoveredIdDisabled = true;
4247
0
        return false;
4248
0
    }
4249
4250
12
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4251
12
    if (id != 0)
4252
12
    {
4253
        // [DEBUG] Item Picker tool!
4254
        // We perform the check here because reaching is path is rare (1~ time a frame),
4255
        // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered
4256
        // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost.
4257
12
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4258
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4259
12
        if (g.DebugItemPickerBreakId == id)
4260
0
            IM_DEBUG_BREAK();
4261
12
    }
4262
12
#endif
4263
4264
12
    if (g.NavDisableMouseHover)
4265
0
        return false;
4266
4267
12
    return true;
4268
12
}
4269
4270
// FIXME: This is inlined/duplicated in ItemAdd()
4271
// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
4272
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4273
0
{
4274
0
    ImGuiContext& g = *GImGui;
4275
0
    ImGuiWindow* window = g.CurrentWindow;
4276
0
    if (!bb.Overlaps(window->ClipRect))
4277
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
4278
0
            if (!g.LogEnabled)
4279
0
                return true;
4280
0
    return false;
4281
0
}
4282
4283
// This is also inlined in ItemAdd()
4284
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4285
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4286
285k
{
4287
285k
    ImGuiContext& g = *GImGui;
4288
285k
    g.LastItemData.ID = item_id;
4289
285k
    g.LastItemData.InFlags = in_flags;
4290
285k
    g.LastItemData.StatusFlags = item_flags;
4291
285k
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4292
285k
}
4293
4294
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4295
0
{
4296
0
    if (wrap_pos_x < 0.0f)
4297
0
        return 0.0f;
4298
4299
0
    ImGuiContext& g = *GImGui;
4300
0
    ImGuiWindow* window = g.CurrentWindow;
4301
0
    if (wrap_pos_x == 0.0f)
4302
0
    {
4303
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4304
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4305
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4306
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4307
        //else
4308
0
        wrap_pos_x = window->WorkRect.Max.x;
4309
0
    }
4310
0
    else if (wrap_pos_x > 0.0f)
4311
0
    {
4312
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4313
0
    }
4314
4315
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4316
0
}
4317
4318
// IM_ALLOC() == ImGui::MemAlloc()
4319
void* ImGui::MemAlloc(size_t size)
4320
1.20k
{
4321
1.20k
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4322
1.20k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4323
1.20k
    if (ImGuiContext* ctx = GImGui)
4324
1.20k
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4325
1.20k
#endif
4326
1.20k
    return ptr;
4327
1.20k
}
4328
4329
// IM_FREE() == ImGui::MemFree()
4330
void ImGui::MemFree(void* ptr)
4331
1.16k
{
4332
1.16k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4333
1.16k
    if (ptr != NULL)
4334
1.15k
        if (ImGuiContext* ctx = GImGui)
4335
1.15k
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4336
1.16k
#endif
4337
1.16k
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4338
1.16k
}
4339
4340
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4341
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4342
2.36k
{
4343
2.36k
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4344
2.36k
    IM_UNUSED(ptr);
4345
2.36k
    if (entry->FrameCount != frame_count)
4346
31
    {
4347
31
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4348
31
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4349
31
        entry->FrameCount = frame_count;
4350
31
        entry->AllocCount = entry->FreeCount = 0;
4351
31
    }
4352
2.36k
    if (size != (size_t)-1)
4353
1.20k
    {
4354
1.20k
        entry->AllocCount++;
4355
1.20k
        info->TotalAllocCount++;
4356
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4357
1.20k
    }
4358
1.15k
    else
4359
1.15k
    {
4360
1.15k
        entry->FreeCount++;
4361
1.15k
        info->TotalFreeCount++;
4362
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4363
1.15k
    }
4364
2.36k
}
4365
4366
const char* ImGui::GetClipboardText()
4367
0
{
4368
0
    ImGuiContext& g = *GImGui;
4369
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4370
0
}
4371
4372
void ImGui::SetClipboardText(const char* text)
4373
0
{
4374
0
    ImGuiContext& g = *GImGui;
4375
0
    if (g.IO.SetClipboardTextFn)
4376
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4377
0
}
4378
4379
const char* ImGui::GetVersion()
4380
0
{
4381
0
    return IMGUI_VERSION;
4382
0
}
4383
4384
ImGuiIO& ImGui::GetIO()
4385
383k
{
4386
383k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4387
383k
    return GImGui->IO;
4388
383k
}
4389
4390
ImGuiPlatformIO& ImGui::GetPlatformIO()
4391
0
{
4392
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4393
0
    return GImGui->PlatformIO;
4394
0
}
4395
4396
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4397
ImDrawData* ImGui::GetDrawData()
4398
140k
{
4399
140k
    ImGuiContext& g = *GImGui;
4400
140k
    ImGuiViewportP* viewport = g.Viewports[0];
4401
140k
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4402
140k
}
4403
4404
double ImGui::GetTime()
4405
5
{
4406
5
    return GImGui->Time;
4407
5
}
4408
4409
int ImGui::GetFrameCount()
4410
0
{
4411
0
    return GImGui->FrameCount;
4412
0
}
4413
4414
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4415
0
{
4416
    // Create the draw list on demand, because they are not frequently used for all viewports
4417
0
    ImGuiContext& g = *GImGui;
4418
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4419
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4420
0
    if (draw_list == NULL)
4421
0
    {
4422
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4423
0
        draw_list->_OwnerName = drawlist_name;
4424
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4425
0
    }
4426
4427
    // Our ImDrawList system requires that there is always a command
4428
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4429
0
    {
4430
0
        draw_list->_ResetForNewFrame();
4431
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4432
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4433
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4434
0
    }
4435
0
    return draw_list;
4436
0
}
4437
4438
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4439
0
{
4440
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4441
0
}
4442
4443
ImDrawList* ImGui::GetBackgroundDrawList()
4444
0
{
4445
0
    ImGuiContext& g = *GImGui;
4446
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4447
0
}
4448
4449
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4450
0
{
4451
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4452
0
}
4453
4454
ImDrawList* ImGui::GetForegroundDrawList()
4455
0
{
4456
0
    ImGuiContext& g = *GImGui;
4457
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4458
0
}
4459
4460
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4461
0
{
4462
0
    return &GImGui->DrawListSharedData;
4463
0
}
4464
4465
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4466
10
{
4467
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4468
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4469
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4470
10
    ImGuiContext& g = *GImGui;
4471
10
    FocusWindow(window);
4472
10
    SetActiveID(window->MoveId, window);
4473
10
    g.NavDisableHighlight = true;
4474
10
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4475
10
    g.ActiveIdNoClearOnFocusLoss = true;
4476
10
    SetActiveIdUsingAllKeyboardKeys();
4477
4478
10
    bool can_move_window = true;
4479
10
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4480
0
        can_move_window = false;
4481
10
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4482
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4483
0
            can_move_window = false;
4484
10
    if (can_move_window)
4485
10
        g.MovingWindow = window;
4486
10
}
4487
4488
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4489
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4490
0
{
4491
0
    ImGuiContext& g = *GImGui;
4492
0
    bool can_undock_node = false;
4493
0
    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4494
0
    {
4495
        // Can undock if:
4496
        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4497
        // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4498
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4499
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4500
0
            can_undock_node = true;
4501
0
    }
4502
4503
0
    const bool clicked = IsMouseClicked(0);
4504
0
    const bool dragging = IsMouseDragging(0);
4505
0
    if (can_undock_node && dragging)
4506
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4507
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4508
0
        StartMouseMovingWindow(window);
4509
0
}
4510
4511
// Handle mouse moving window
4512
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4513
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4514
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4515
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4516
void ImGui::UpdateMouseMovingWindowNewFrame()
4517
140k
{
4518
140k
    ImGuiContext& g = *GImGui;
4519
140k
    if (g.MovingWindow != NULL)
4520
13
    {
4521
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4522
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4523
13
        KeepAliveID(g.ActiveId);
4524
13
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4525
13
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4526
4527
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4528
13
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4529
13
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4530
3
        {
4531
3
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4532
3
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4533
2
            {
4534
2
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4535
2
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4536
0
                {
4537
0
                    moving_window->Viewport->Pos = pos;
4538
0
                    moving_window->Viewport->UpdateWorkRect();
4539
0
                }
4540
2
            }
4541
3
            FocusWindow(g.MovingWindow);
4542
3
        }
4543
10
        else
4544
10
        {
4545
10
            if (!window_disappared)
4546
10
            {
4547
                // Try to merge the window back into the main viewport.
4548
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4549
10
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4550
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4551
4552
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4553
10
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4554
10
                    g.MouseViewport = moving_window->Viewport;
4555
4556
                // Clear the NoInput window flag set by the Viewport system
4557
10
                if (moving_window->Viewport)
4558
10
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4559
10
            }
4560
4561
10
            g.MovingWindow = NULL;
4562
10
            ClearActiveID();
4563
10
        }
4564
13
    }
4565
140k
    else
4566
140k
    {
4567
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4568
140k
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4569
0
        {
4570
0
            KeepAliveID(g.ActiveId);
4571
0
            if (!g.IO.MouseDown[0])
4572
0
                ClearActiveID();
4573
0
        }
4574
140k
    }
4575
140k
}
4576
4577
// Initiate moving window when clicking on empty space or title bar.
4578
// Handle left-click and right-click focus.
4579
void ImGui::UpdateMouseMovingWindowEndFrame()
4580
140k
{
4581
140k
    ImGuiContext& g = *GImGui;
4582
140k
    if (g.ActiveId != 0 || g.HoveredId != 0)
4583
17
        return;
4584
4585
    // Unless we just made a window/popup appear
4586
140k
    if (g.NavWindow && g.NavWindow->Appearing)
4587
1
        return;
4588
4589
    // Click on empty space to focus window and start moving
4590
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4591
140k
    if (g.IO.MouseClicked[0])
4592
5.29k
    {
4593
        // Handle the edge case of a popup being closed while clicking in its empty space.
4594
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4595
5.29k
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4596
5.29k
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4597
4598
5.29k
        if (root_window != NULL && !is_closed_popup)
4599
10
        {
4600
10
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4601
4602
            // Cancel moving if clicked outside of title bar
4603
10
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4604
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4605
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4606
0
                        g.MovingWindow = NULL;
4607
4608
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4609
10
            if (g.HoveredIdDisabled)
4610
0
                g.MovingWindow = NULL;
4611
10
        }
4612
5.28k
        else if (root_window == NULL && g.NavWindow != NULL)
4613
9
        {
4614
            // Clicking on void disable focus
4615
9
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4616
9
        }
4617
5.29k
    }
4618
4619
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4620
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4621
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4622
140k
    if (g.IO.MouseClicked[1])
4623
746
    {
4624
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4625
        // This is where we can trim the popup stack.
4626
746
        ImGuiWindow* modal = GetTopMostPopupModal();
4627
746
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4628
746
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4629
746
    }
4630
140k
}
4631
4632
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4633
// Need to keep in sync with SetWindowPos()
4634
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4635
0
{
4636
0
    window->Pos += delta;
4637
0
    window->ClipRect.Translate(delta);
4638
0
    window->OuterRectClipped.Translate(delta);
4639
0
    window->InnerRect.Translate(delta);
4640
0
    window->DC.CursorPos += delta;
4641
0
    window->DC.CursorStartPos += delta;
4642
0
    window->DC.CursorMaxPos += delta;
4643
0
    window->DC.IdealMaxPos += delta;
4644
0
}
4645
4646
static void ScaleWindow(ImGuiWindow* window, float scale)
4647
0
{
4648
0
    ImVec2 origin = window->Viewport->Pos;
4649
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4650
0
    window->Size = ImTrunc(window->Size * scale);
4651
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4652
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4653
0
}
4654
4655
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4656
425k
{
4657
425k
    return (window->Active) && (!window->Hidden);
4658
425k
}
4659
4660
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4661
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4662
140k
{
4663
140k
    ImGuiContext& g = *GImGui;
4664
140k
    ImGuiIO& io = g.IO;
4665
140k
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4666
4667
    // Find the window hovered by mouse:
4668
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4669
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4670
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4671
140k
    bool clear_hovered_windows = false;
4672
140k
    FindHoveredWindow();
4673
140k
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4674
4675
    // Modal windows prevents mouse from hovering behind them.
4676
140k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4677
140k
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4678
0
        clear_hovered_windows = true;
4679
4680
    // Disabled mouse?
4681
140k
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4682
0
        clear_hovered_windows = true;
4683
4684
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4685
    // won't report hovering nor request capture even while dragging over our windows afterward.
4686
140k
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4687
140k
    const bool has_open_modal = (modal_window != NULL);
4688
140k
    int mouse_earliest_down = -1;
4689
140k
    bool mouse_any_down = false;
4690
843k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4691
703k
    {
4692
703k
        if (io.MouseClicked[i])
4693
9.06k
        {
4694
9.06k
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4695
9.06k
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4696
9.06k
        }
4697
703k
        mouse_any_down |= io.MouseDown[i];
4698
703k
        if (io.MouseDown[i])
4699
39.8k
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4700
24.7k
                mouse_earliest_down = i;
4701
703k
    }
4702
140k
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4703
140k
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4704
4705
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4706
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4707
140k
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4708
140k
    if (!mouse_avail && !mouse_dragging_extern_payload)
4709
21.5k
        clear_hovered_windows = true;
4710
4711
140k
    if (clear_hovered_windows)
4712
21.5k
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4713
4714
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4715
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4716
140k
    if (g.WantCaptureMouseNextFrame != -1)
4717
0
    {
4718
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4719
0
    }
4720
140k
    else
4721
140k
    {
4722
140k
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4723
140k
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4724
140k
    }
4725
4726
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4727
140k
    io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4728
140k
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4729
464
        io.WantCaptureKeyboard = true;
4730
140k
    if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
4731
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4732
4733
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4734
140k
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4735
140k
}
4736
4737
void ImGui::NewFrame()
4738
140k
{
4739
140k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4740
140k
    ImGuiContext& g = *GImGui;
4741
4742
    // Remove pending delete hooks before frame start.
4743
    // This deferred removal avoid issues of removal while iterating the hook vector
4744
140k
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4745
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4746
0
            g.Hooks.erase(&g.Hooks[n]);
4747
4748
140k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4749
4750
    // Check and assert for various common IO and Configuration mistakes
4751
140k
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4752
140k
    ErrorCheckNewFrameSanityChecks();
4753
140k
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4754
4755
    // Load settings on first frame, save settings when modified (after a delay)
4756
140k
    UpdateSettings();
4757
4758
140k
    g.Time += g.IO.DeltaTime;
4759
140k
    g.WithinFrameScope = true;
4760
140k
    g.FrameCount += 1;
4761
140k
    g.TooltipOverrideCount = 0;
4762
140k
    g.WindowsActiveCount = 0;
4763
140k
    g.MenusIdSubmittedThisFrame.resize(0);
4764
4765
    // Calculate frame-rate for the user, as a purely luxurious feature
4766
140k
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4767
140k
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4768
140k
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4769
140k
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4770
140k
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4771
4772
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4773
140k
    g.InputEventsTrail.resize(0);
4774
140k
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4775
4776
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4777
140k
    UpdateViewportsNewFrame();
4778
4779
    // Setup current font and draw list shared data
4780
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4781
140k
    g.IO.Fonts->Locked = true;
4782
140k
    SetCurrentFont(GetDefaultFont());
4783
140k
    IM_ASSERT(g.Font->IsLoaded());
4784
140k
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4785
140k
    for (ImGuiViewportP* viewport : g.Viewports)
4786
140k
        virtual_space.Add(viewport->GetMainRect());
4787
140k
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4788
140k
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4789
140k
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4790
140k
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4791
140k
    if (g.Style.AntiAliasedLines)
4792
140k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4793
140k
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4794
140k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4795
140k
    if (g.Style.AntiAliasedFill)
4796
140k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4797
140k
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4798
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4799
4800
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4801
140k
    for (ImGuiViewportP* viewport : g.Viewports)
4802
140k
    {
4803
140k
        viewport->DrawData = NULL;
4804
140k
        viewport->DrawDataP.Valid = false;
4805
140k
    }
4806
4807
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4808
140k
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4809
0
        KeepAliveID(g.DragDropPayload.SourceId);
4810
4811
    // Update HoveredId data
4812
140k
    if (!g.HoveredIdPreviousFrame)
4813
140k
        g.HoveredIdTimer = 0.0f;
4814
140k
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4815
140k
        g.HoveredIdNotActiveTimer = 0.0f;
4816
140k
    if (g.HoveredId)
4817
12
        g.HoveredIdTimer += g.IO.DeltaTime;
4818
140k
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4819
12
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4820
140k
    g.HoveredIdPreviousFrame = g.HoveredId;
4821
140k
    g.HoveredId = 0;
4822
140k
    g.HoveredIdAllowOverlap = false;
4823
140k
    g.HoveredIdDisabled = false;
4824
4825
    // Clear ActiveID if the item is not alive anymore.
4826
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4827
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4828
140k
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4829
0
    {
4830
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4831
0
        ClearActiveID();
4832
0
    }
4833
4834
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4835
140k
    if (g.ActiveId)
4836
14
        g.ActiveIdTimer += g.IO.DeltaTime;
4837
140k
    g.LastActiveIdTimer += g.IO.DeltaTime;
4838
140k
    g.ActiveIdPreviousFrame = g.ActiveId;
4839
140k
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4840
140k
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4841
140k
    g.ActiveIdIsAlive = 0;
4842
140k
    g.ActiveIdHasBeenEditedThisFrame = false;
4843
140k
    g.ActiveIdPreviousFrameIsAlive = false;
4844
140k
    g.ActiveIdIsJustActivated = false;
4845
140k
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4846
0
        g.TempInputId = 0;
4847
140k
    if (g.ActiveId == 0)
4848
140k
    {
4849
140k
        g.ActiveIdUsingNavDirMask = 0x00;
4850
140k
        g.ActiveIdUsingAllKeyboardKeys = false;
4851
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4852
        g.ActiveIdUsingNavInputMask = 0x00;
4853
#endif
4854
140k
    }
4855
4856
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4857
    if (g.ActiveId == 0)
4858
        g.ActiveIdUsingNavInputMask = 0;
4859
    else if (g.ActiveIdUsingNavInputMask != 0)
4860
    {
4861
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4862
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4863
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4864
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4865
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4866
            IM_ASSERT(0); // Other values unsupported
4867
    }
4868
#endif
4869
4870
    // Record when we have been stationary as this state is preserved while over same item.
4871
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4872
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4873
140k
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4874
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4875
140k
    else if (g.HoverItemDelayId == 0)
4876
140k
        g.HoverItemUnlockedStationaryId = 0;
4877
140k
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4878
22
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4879
140k
    else if (g.HoveredWindow == NULL)
4880
140k
        g.HoverWindowUnlockedStationaryId = 0;
4881
4882
    // Update hover delay for IsItemHovered() with delays and tooltips
4883
140k
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4884
140k
    if (g.HoverItemDelayId != 0)
4885
0
    {
4886
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4887
0
        g.HoverItemDelayClearTimer = 0.0f;
4888
0
        g.HoverItemDelayId = 0;
4889
0
    }
4890
140k
    else if (g.HoverItemDelayTimer > 0.0f)
4891
0
    {
4892
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4893
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4894
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4895
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4896
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4897
0
    }
4898
4899
    // Drag and drop
4900
140k
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4901
140k
    g.DragDropAcceptIdCurr = 0;
4902
140k
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4903
140k
    g.DragDropWithinSource = false;
4904
140k
    g.DragDropWithinTarget = false;
4905
140k
    g.DragDropHoldJustPressedId = 0;
4906
4907
    // Close popups on focus lost (currently wip/opt-in)
4908
    //if (g.IO.AppFocusLost)
4909
    //    ClosePopupsExceptModals();
4910
4911
    // Update keyboard input state
4912
140k
    UpdateKeyboardInputs();
4913
4914
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4915
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4916
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4917
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4918
4919
    // Update gamepad/keyboard navigation
4920
140k
    NavUpdate();
4921
4922
    // Update mouse input state
4923
140k
    UpdateMouseInputs();
4924
4925
    // Undocking
4926
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4927
140k
    DockContextNewFrameUpdateUndocking(&g);
4928
4929
    // Find hovered window
4930
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4931
140k
    UpdateHoveredWindowAndCaptureFlags();
4932
4933
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4934
140k
    UpdateMouseMovingWindowNewFrame();
4935
4936
    // Background darkening/whitening
4937
140k
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4938
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4939
140k
    else
4940
140k
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4941
4942
140k
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4943
140k
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4944
4945
    // Platform IME data: reset for the frame
4946
140k
    g.PlatformImeDataPrev = g.PlatformImeData;
4947
140k
    g.PlatformImeData.WantVisible = false;
4948
4949
    // Mouse wheel scrolling, scale
4950
140k
    UpdateMouseWheel();
4951
4952
    // Mark all windows as not visible and compact unused memory.
4953
140k
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4954
140k
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4955
140k
    for (ImGuiWindow* window : g.Windows)
4956
421k
    {
4957
421k
        window->WasActive = window->Active;
4958
421k
        window->Active = false;
4959
421k
        window->WriteAccessed = false;
4960
421k
        window->BeginCountPreviousFrame = window->BeginCount;
4961
421k
        window->BeginCount = 0;
4962
4963
        // Garbage collect transient buffers of recently unused windows
4964
421k
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4965
1
            GcCompactTransientWindowBuffers(window);
4966
421k
    }
4967
4968
    // Garbage collect transient buffers of recently unused tables
4969
140k
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4970
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4971
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4972
140k
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4973
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4974
0
            TableGcCompactTransientBuffers(&table_temp_data);
4975
140k
    if (g.GcCompactAll)
4976
0
        GcCompactTransientMiscBuffers();
4977
140k
    g.GcCompactAll = false;
4978
4979
    // Closing the focused window restore focus to the first active root window in descending z-order
4980
140k
    if (g.NavWindow && !g.NavWindow->WasActive)
4981
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4982
4983
    // No window should be open at the beginning of the frame.
4984
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4985
140k
    g.CurrentWindowStack.resize(0);
4986
140k
    g.BeginPopupStack.resize(0);
4987
140k
    g.ItemFlagsStack.resize(0);
4988
140k
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4989
140k
    g.GroupStack.resize(0);
4990
4991
    // Docking
4992
140k
    DockContextNewFrameUpdateDocking(&g);
4993
4994
    // [DEBUG] Update debug features
4995
140k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4996
140k
    UpdateDebugToolItemPicker();
4997
140k
    UpdateDebugToolStackQueries();
4998
140k
    UpdateDebugToolFlashStyleColor();
4999
140k
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5000
0
    {
5001
0
        g.DebugLocateId = 0;
5002
0
        g.DebugBreakInLocateId = false;
5003
0
    }
5004
140k
    if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0)
5005
0
    {
5006
0
        DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n");
5007
0
        g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags;
5008
0
        g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
5009
0
    }
5010
140k
#endif
5011
5012
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
5013
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5014
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5015
140k
    g.WithinFrameScopeWithImplicitWindow = true;
5016
140k
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5017
140k
    Begin("Debug##Default");
5018
140k
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5019
5020
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5021
    // allowing to validate correct Begin/End behavior in user code.
5022
140k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
5023
140k
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5024
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5025
140k
    else
5026
140k
        g.DebugBeginReturnValueCullDepth = -1;
5027
140k
#endif
5028
5029
140k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5030
140k
}
5031
5032
// FIXME: Add a more explicit sort order in the window structure.
5033
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5034
0
{
5035
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5036
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5037
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5038
0
        return d;
5039
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5040
0
        return d;
5041
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5042
0
}
5043
5044
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5045
421k
{
5046
421k
    out_sorted_windows->push_back(window);
5047
421k
    if (window->Active)
5048
144k
    {
5049
144k
        int count = window->DC.ChildWindows.Size;
5050
144k
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5051
148k
        for (int i = 0; i < count; i++)
5052
3.85k
        {
5053
3.85k
            ImGuiWindow* child = window->DC.ChildWindows[i];
5054
3.85k
            if (child->Active)
5055
3.85k
                AddWindowToSortBuffer(out_sorted_windows, child);
5056
3.85k
        }
5057
144k
    }
5058
421k
}
5059
5060
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5061
144k
{
5062
144k
    ImGuiContext& g = *GImGui;
5063
144k
    ImGuiViewportP* viewport = window->Viewport;
5064
144k
    IM_ASSERT(viewport != NULL);
5065
144k
    g.IO.MetricsRenderWindows++;
5066
144k
    if (window->DrawList->_Splitter._Count > 1)
5067
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5068
144k
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5069
144k
    for (ImGuiWindow* child : window->DC.ChildWindows)
5070
3.85k
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5071
3.85k
            AddWindowToDrawData(child, layer);
5072
144k
}
5073
5074
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5075
140k
{
5076
140k
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5077
140k
}
5078
5079
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5080
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5081
140k
{
5082
140k
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5083
140k
}
5084
5085
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5086
140k
{
5087
140k
    int n = builder->Layers[0]->Size;
5088
140k
    int full_size = n;
5089
281k
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5090
140k
        full_size += builder->Layers[i]->Size;
5091
140k
    builder->Layers[0]->resize(full_size);
5092
281k
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5093
140k
    {
5094
140k
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5095
140k
        if (layer->empty())
5096
140k
            continue;
5097
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5098
0
        n += layer->Size;
5099
0
        layer->resize(0);
5100
0
    }
5101
140k
}
5102
5103
static void InitViewportDrawData(ImGuiViewportP* viewport)
5104
140k
{
5105
140k
    ImGuiIO& io = ImGui::GetIO();
5106
140k
    ImDrawData* draw_data = &viewport->DrawDataP;
5107
5108
140k
    viewport->DrawData = draw_data; // Make publicly accessible
5109
140k
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5110
140k
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5111
140k
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5112
140k
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5113
5114
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5115
    // and to allow applications/backends to easily skip rendering.
5116
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5117
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5118
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5119
140k
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5120
5121
140k
    draw_data->Valid = true;
5122
140k
    draw_data->CmdListsCount = 0;
5123
140k
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5124
140k
    draw_data->DisplayPos = viewport->Pos;
5125
140k
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5126
140k
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5127
140k
    draw_data->OwnerViewport = viewport;
5128
140k
}
5129
5130
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5131
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5132
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5133
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5134
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5135
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5136
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5137
570k
{
5138
570k
    ImGuiWindow* window = GetCurrentWindow();
5139
570k
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5140
570k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5141
570k
}
5142
5143
void ImGui::PopClipRect()
5144
285k
{
5145
285k
    ImGuiWindow* window = GetCurrentWindow();
5146
285k
    window->DrawList->PopClipRect();
5147
285k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5148
285k
}
5149
5150
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5151
0
{
5152
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5153
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5154
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5155
0
    return window;
5156
0
}
5157
5158
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5159
0
{
5160
0
    if ((col & IM_COL32_A_MASK) == 0)
5161
0
        return;
5162
5163
0
    ImGuiViewportP* viewport = window->Viewport;
5164
0
    ImRect viewport_rect = viewport->GetMainRect();
5165
5166
    // Draw behind window by moving the draw command at the FRONT of the draw list
5167
0
    {
5168
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5169
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5170
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5171
0
        draw_list->ChannelsMerge();
5172
0
        if (draw_list->CmdBuffer.Size == 0)
5173
0
            draw_list->AddDrawCmd();
5174
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5175
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5176
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5177
0
        IM_ASSERT(cmd.ElemCount == 6);
5178
0
        draw_list->CmdBuffer.pop_back();
5179
0
        draw_list->CmdBuffer.push_front(cmd);
5180
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5181
0
        draw_list->PopClipRect();
5182
0
    }
5183
5184
    // Draw over sibling docking nodes in a same docking tree
5185
0
    if (window->RootWindow->DockIsActive)
5186
0
    {
5187
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5188
0
        draw_list->ChannelsMerge();
5189
0
        if (draw_list->CmdBuffer.Size == 0)
5190
0
            draw_list->AddDrawCmd();
5191
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5192
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5193
0
        draw_list->PopClipRect();
5194
0
    }
5195
0
}
5196
5197
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5198
0
{
5199
0
    ImGuiContext& g = *GImGui;
5200
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5201
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5202
0
    {
5203
0
        ImGuiWindow* window = g.Windows[i];
5204
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5205
0
            continue;
5206
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5207
0
            break;
5208
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5209
0
            bottom_most_visible_window = window;
5210
0
    }
5211
0
    return bottom_most_visible_window;
5212
0
}
5213
5214
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5215
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5216
static void ImGui::RenderDimmedBackgrounds()
5217
140k
{
5218
140k
    ImGuiContext& g = *GImGui;
5219
140k
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5220
140k
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5221
140k
        return;
5222
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5223
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5224
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5225
0
        return;
5226
5227
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5228
0
    if (dim_bg_for_modal)
5229
0
    {
5230
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5231
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5232
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio));
5233
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5234
0
    }
5235
0
    else if (dim_bg_for_window_list)
5236
0
    {
5237
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5238
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5239
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5240
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5241
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5242
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5243
5244
        // Draw border around CTRL+Tab target window
5245
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5246
0
        ImGuiViewport* viewport = window->Viewport;
5247
0
        float distance = g.FontSize;
5248
0
        ImRect bb = window->Rect();
5249
0
        bb.Expand(distance);
5250
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5251
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5252
0
        window->DrawList->ChannelsMerge();
5253
0
        if (window->DrawList->CmdBuffer.Size == 0)
5254
0
            window->DrawList->AddDrawCmd();
5255
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5256
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5257
0
        window->DrawList->PopClipRect();
5258
0
    }
5259
5260
    // Draw dimming background on _other_ viewports than the ones our windows are in
5261
0
    for (ImGuiViewportP* viewport : g.Viewports)
5262
0
    {
5263
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5264
0
            continue;
5265
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5266
0
            continue;
5267
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5268
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5269
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5270
0
    }
5271
0
}
5272
5273
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5274
void ImGui::EndFrame()
5275
281k
{
5276
281k
    ImGuiContext& g = *GImGui;
5277
281k
    IM_ASSERT(g.Initialized);
5278
5279
    // Don't process EndFrame() multiple times.
5280
281k
    if (g.FrameCountEnded == g.FrameCount)
5281
140k
        return;
5282
140k
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5283
5284
140k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5285
5286
140k
    ErrorCheckEndFrameSanityChecks();
5287
5288
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5289
140k
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5290
140k
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5291
0
    {
5292
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5293
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5294
0
        if (viewport == NULL)
5295
0
            viewport = GetMainViewport();
5296
0
        g.IO.SetPlatformImeDataFn(viewport, ime_data);
5297
0
    }
5298
5299
    // Hide implicit/fallback "Debug" window if it hasn't been used
5300
140k
    g.WithinFrameScopeWithImplicitWindow = false;
5301
140k
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5302
140k
        g.CurrentWindow->Active = false;
5303
140k
    End();
5304
5305
    // Update navigation: CTRL+Tab, wrap-around requests
5306
140k
    NavEndFrame();
5307
5308
    // Update docking
5309
140k
    DockContextEndFrame(&g);
5310
5311
140k
    SetCurrentViewport(NULL, NULL);
5312
5313
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5314
140k
    if (g.DragDropActive)
5315
0
    {
5316
0
        bool is_delivered = g.DragDropPayload.Delivery;
5317
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5318
0
        if (is_delivered || is_elapsed)
5319
0
            ClearDragDrop();
5320
0
    }
5321
5322
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5323
140k
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5324
0
    {
5325
0
        g.DragDropWithinSource = true;
5326
0
        SetTooltip("...");
5327
0
        g.DragDropWithinSource = false;
5328
0
    }
5329
5330
    // End frame
5331
140k
    g.WithinFrameScope = false;
5332
140k
    g.FrameCountEnded = g.FrameCount;
5333
5334
    // Initiate moving window + handle left-click and right-click focus
5335
140k
    UpdateMouseMovingWindowEndFrame();
5336
5337
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5338
140k
    UpdateViewportsEndFrame();
5339
5340
    // Sort the window list so that all child windows are after their parent
5341
    // We cannot do that on FocusWindow() because children may not exist yet
5342
140k
    g.WindowsTempSortBuffer.resize(0);
5343
140k
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5344
140k
    for (ImGuiWindow* window : g.Windows)
5345
421k
    {
5346
421k
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5347
3.85k
            continue;
5348
418k
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5349
418k
    }
5350
5351
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5352
140k
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5353
140k
    g.Windows.swap(g.WindowsTempSortBuffer);
5354
140k
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5355
5356
    // Unlock font atlas
5357
140k
    g.IO.Fonts->Locked = false;
5358
5359
    // Clear Input data for next frame
5360
140k
    g.IO.MousePosPrev = g.IO.MousePos;
5361
140k
    g.IO.AppFocusLost = false;
5362
140k
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5363
140k
    g.IO.InputQueueCharacters.resize(0);
5364
5365
140k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5366
140k
}
5367
5368
// Prepare the data for rendering so you can call GetDrawData()
5369
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5370
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5371
void ImGui::Render()
5372
140k
{
5373
140k
    ImGuiContext& g = *GImGui;
5374
140k
    IM_ASSERT(g.Initialized);
5375
5376
140k
    if (g.FrameCountEnded != g.FrameCount)
5377
140k
        EndFrame();
5378
140k
    if (g.FrameCountRendered == g.FrameCount)
5379
0
        return;
5380
140k
    g.FrameCountRendered = g.FrameCount;
5381
5382
140k
    g.IO.MetricsRenderWindows = 0;
5383
140k
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5384
5385
    // Add background ImDrawList (for each active viewport)
5386
140k
    for (ImGuiViewportP* viewport : g.Viewports)
5387
140k
    {
5388
140k
        InitViewportDrawData(viewport);
5389
140k
        if (viewport->BgFgDrawLists[0] != NULL)
5390
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5391
140k
    }
5392
5393
    // Draw modal/window whitening backgrounds
5394
140k
    RenderDimmedBackgrounds();
5395
5396
    // Add ImDrawList to render
5397
140k
    ImGuiWindow* windows_to_render_top_most[2];
5398
140k
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5399
140k
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5400
140k
    for (ImGuiWindow* window : g.Windows)
5401
421k
    {
5402
421k
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5403
421k
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5404
140k
            AddRootWindowToDrawData(window);
5405
421k
    }
5406
421k
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5407
281k
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5408
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5409
5410
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5411
140k
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5412
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5413
5414
    // Setup ImDrawData structures for end-user
5415
140k
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5416
140k
    for (ImGuiViewportP* viewport : g.Viewports)
5417
140k
    {
5418
140k
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5419
5420
        // Add foreground ImDrawList (for each active viewport)
5421
140k
        if (viewport->BgFgDrawLists[1] != NULL)
5422
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5423
5424
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5425
140k
        ImDrawData* draw_data = &viewport->DrawDataP;
5426
140k
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5427
140k
        for (ImDrawList* draw_list : draw_data->CmdLists)
5428
144k
            draw_list->_PopUnusedDrawCmd();
5429
5430
140k
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5431
140k
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5432
140k
    }
5433
5434
140k
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5435
140k
}
5436
5437
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5438
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5439
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5440
281k
{
5441
281k
    ImGuiContext& g = *GImGui;
5442
5443
281k
    const char* text_display_end;
5444
281k
    if (hide_text_after_double_hash)
5445
281k
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5446
0
    else
5447
0
        text_display_end = text_end;
5448
5449
281k
    ImFont* font = g.Font;
5450
281k
    const float font_size = g.FontSize;
5451
281k
    if (text == text_display_end)
5452
0
        return ImVec2(0.0f, font_size);
5453
281k
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5454
5455
    // Round
5456
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5457
    // FIXME: Investigate using ceilf or e.g.
5458
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5459
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5460
281k
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5461
5462
281k
    return text_size;
5463
281k
}
5464
5465
// Find window given position, search front-to-back
5466
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5467
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5468
// called, aka before the next Begin(). Moving window isn't affected.
5469
static void FindHoveredWindow()
5470
140k
{
5471
140k
    ImGuiContext& g = *GImGui;
5472
5473
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5474
140k
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5475
140k
    if (g.MovingWindow)
5476
13
        g.MovingWindow->Viewport = g.MouseViewport;
5477
5478
140k
    ImGuiWindow* hovered_window = NULL;
5479
140k
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5480
140k
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5481
13
        hovered_window = g.MovingWindow;
5482
5483
140k
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5484
140k
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5485
562k
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5486
421k
    {
5487
421k
        ImGuiWindow* window = g.Windows[i];
5488
421k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5489
421k
        if (!window->Active || window->Hidden)
5490
277k
            continue;
5491
144k
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5492
0
            continue;
5493
144k
        IM_ASSERT(window->Viewport);
5494
144k
        if (window->Viewport != g.MouseViewport)
5495
0
            continue;
5496
5497
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5498
144k
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5499
144k
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5500
144k
            continue;
5501
5502
        // Support for one rectangular hole in any given window
5503
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5504
32
        if (window->HitTestHoleSize.x != 0)
5505
0
        {
5506
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5507
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5508
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5509
0
                continue;
5510
0
        }
5511
5512
32
        if (hovered_window == NULL)
5513
30
            hovered_window = window;
5514
32
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5515
32
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5516
30
            hovered_window_ignoring_moving_window = window;
5517
32
        if (hovered_window && hovered_window_ignoring_moving_window)
5518
30
            break;
5519
32
    }
5520
5521
140k
    g.HoveredWindow = hovered_window;
5522
140k
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5523
5524
140k
    if (g.MovingWindow)
5525
13
        g.MovingWindow->Viewport = moving_window_viewport;
5526
140k
}
5527
5528
bool ImGui::IsItemActive()
5529
281k
{
5530
281k
    ImGuiContext& g = *GImGui;
5531
281k
    if (g.ActiveId)
5532
9
        return g.ActiveId == g.LastItemData.ID;
5533
281k
    return false;
5534
281k
}
5535
5536
bool ImGui::IsItemActivated()
5537
0
{
5538
0
    ImGuiContext& g = *GImGui;
5539
0
    if (g.ActiveId)
5540
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5541
0
            return true;
5542
0
    return false;
5543
0
}
5544
5545
bool ImGui::IsItemDeactivated()
5546
0
{
5547
0
    ImGuiContext& g = *GImGui;
5548
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5549
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5550
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5551
0
}
5552
5553
bool ImGui::IsItemDeactivatedAfterEdit()
5554
0
{
5555
0
    ImGuiContext& g = *GImGui;
5556
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5557
0
}
5558
5559
// == GetItemID() == GetFocusID()
5560
bool ImGui::IsItemFocused()
5561
0
{
5562
0
    ImGuiContext& g = *GImGui;
5563
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5564
0
        return false;
5565
5566
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5567
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5568
0
    ImGuiWindow* window = g.CurrentWindow;
5569
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5570
0
        return false;
5571
5572
0
    return true;
5573
0
}
5574
5575
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5576
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5577
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5578
0
{
5579
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5580
0
}
5581
5582
bool ImGui::IsItemToggledOpen()
5583
0
{
5584
0
    ImGuiContext& g = *GImGui;
5585
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5586
0
}
5587
5588
bool ImGui::IsItemToggledSelection()
5589
0
{
5590
0
    ImGuiContext& g = *GImGui;
5591
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5592
0
}
5593
5594
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
5595
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
5596
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
5597
bool ImGui::IsAnyItemHovered()
5598
0
{
5599
0
    ImGuiContext& g = *GImGui;
5600
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5601
0
}
5602
5603
bool ImGui::IsAnyItemActive()
5604
0
{
5605
0
    ImGuiContext& g = *GImGui;
5606
0
    return g.ActiveId != 0;
5607
0
}
5608
5609
bool ImGui::IsAnyItemFocused()
5610
0
{
5611
0
    ImGuiContext& g = *GImGui;
5612
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5613
0
}
5614
5615
bool ImGui::IsItemVisible()
5616
0
{
5617
0
    ImGuiContext& g = *GImGui;
5618
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5619
0
}
5620
5621
bool ImGui::IsItemEdited()
5622
0
{
5623
0
    ImGuiContext& g = *GImGui;
5624
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5625
0
}
5626
5627
// Allow next item to be overlapped by subsequent items.
5628
// This works by requiring HoveredId to match for two subsequent frames,
5629
// so if a following items overwrite it our interactions will naturally be disabled.
5630
void ImGui::SetNextItemAllowOverlap()
5631
0
{
5632
0
    ImGuiContext& g = *GImGui;
5633
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5634
0
}
5635
5636
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5637
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5638
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5639
void ImGui::SetItemAllowOverlap()
5640
{
5641
    ImGuiContext& g = *GImGui;
5642
    ImGuiID id = g.LastItemData.ID;
5643
    if (g.HoveredId == id)
5644
        g.HoveredIdAllowOverlap = true;
5645
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5646
        g.ActiveIdAllowOverlap = true;
5647
}
5648
#endif
5649
5650
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5651
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5652
13
{
5653
13
    ImGuiContext& g = *GImGui;
5654
13
    IM_ASSERT(g.ActiveId != 0);
5655
13
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5656
13
    g.ActiveIdUsingAllKeyboardKeys = true;
5657
13
    NavMoveRequestCancel();
5658
13
}
5659
5660
ImGuiID ImGui::GetItemID()
5661
0
{
5662
0
    ImGuiContext& g = *GImGui;
5663
0
    return g.LastItemData.ID;
5664
0
}
5665
5666
ImVec2 ImGui::GetItemRectMin()
5667
0
{
5668
0
    ImGuiContext& g = *GImGui;
5669
0
    return g.LastItemData.Rect.Min;
5670
0
}
5671
5672
ImVec2 ImGui::GetItemRectMax()
5673
0
{
5674
0
    ImGuiContext& g = *GImGui;
5675
0
    return g.LastItemData.Rect.Max;
5676
0
}
5677
5678
ImVec2 ImGui::GetItemRectSize()
5679
0
{
5680
0
    ImGuiContext& g = *GImGui;
5681
0
    return g.LastItemData.Rect.GetSize();
5682
0
}
5683
5684
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
5685
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details!
5686
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5687
3.85k
{
5688
3.85k
    ImGuiID id = GetCurrentWindow()->GetID(str_id);
5689
3.85k
    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
5690
3.85k
}
5691
5692
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5693
0
{
5694
0
    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
5695
0
}
5696
5697
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5698
3.85k
{
5699
3.85k
    ImGuiContext& g = *GImGui;
5700
3.85k
    ImGuiWindow* parent_window = g.CurrentWindow;
5701
3.85k
    IM_ASSERT(id != 0);
5702
5703
    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
5704
3.85k
    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
5705
3.85k
    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
5706
3.85k
    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
5707
3.85k
    IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
5708
3.85k
    if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
5709
0
    {
5710
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5711
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5712
0
    }
5713
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5714
    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
5715
        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
5716
#endif
5717
3.85k
    if (child_flags & ImGuiChildFlags_AutoResizeX)
5718
0
        child_flags &= ~ImGuiChildFlags_ResizeX;
5719
3.85k
    if (child_flags & ImGuiChildFlags_AutoResizeY)
5720
0
        child_flags &= ~ImGuiChildFlags_ResizeY;
5721
5722
    // Set window flags
5723
3.85k
    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
5724
3.85k
    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5725
3.85k
    if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
5726
0
        window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
5727
3.85k
    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
5728
3.85k
        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
5729
5730
    // Special framed style
5731
3.85k
    if (child_flags & ImGuiChildFlags_FrameStyle)
5732
0
    {
5733
0
        PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
5734
0
        PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
5735
0
        PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
5736
0
        PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
5737
0
        child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding;
5738
0
        window_flags |= ImGuiWindowFlags_NoMove;
5739
0
    }
5740
5741
    // Forward child flags
5742
3.85k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
5743
3.85k
    g.NextWindowData.ChildFlags = child_flags;
5744
5745
    // Forward size
5746
    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
5747
    // (the alternative would to store conditional flags per axis, which is possible but more code)
5748
3.85k
    const ImVec2 size_avail = GetContentRegionAvail();
5749
3.85k
    const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
5750
3.85k
    const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
5751
3.85k
    SetNextWindowSize(size);
5752
5753
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5754
    // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
5755
    // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
5756
3.85k
    const char* temp_window_name;
5757
    /*if (name && parent_window->IDStack.back() == parent_window->ID)
5758
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
5759
    else*/
5760
3.85k
    if (name)
5761
3.85k
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5762
0
    else
5763
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5764
5765
    // Set style
5766
3.85k
    const float backup_border_size = g.Style.ChildBorderSize;
5767
3.85k
    if ((child_flags & ImGuiChildFlags_Border) == 0)
5768
2.40k
        g.Style.ChildBorderSize = 0.0f;
5769
5770
    // Begin into window
5771
3.85k
    const bool ret = Begin(temp_window_name, NULL, window_flags);
5772
5773
    // Restore style
5774
3.85k
    g.Style.ChildBorderSize = backup_border_size;
5775
3.85k
    if (child_flags & ImGuiChildFlags_FrameStyle)
5776
0
    {
5777
0
        PopStyleVar(3);
5778
0
        PopStyleColor();
5779
0
    }
5780
5781
3.85k
    ImGuiWindow* child_window = g.CurrentWindow;
5782
3.85k
    child_window->ChildId = id;
5783
5784
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5785
    // While this is not really documented/defined, it seems that the expected thing to do.
5786
3.85k
    if (child_window->BeginCount == 1)
5787
3.85k
        parent_window->DC.CursorPos = child_window->Pos;
5788
5789
    // Process navigation-in immediately so NavInit can run on first frame
5790
    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
5791
3.85k
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5792
3.85k
    if (g.ActiveId == temp_id_for_activation)
5793
0
        ClearActiveID();
5794
3.85k
    if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5795
0
    {
5796
0
        FocusWindow(child_window);
5797
0
        NavInitWindow(child_window, false);
5798
0
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5799
0
        g.ActiveIdSource = g.NavInputSource;
5800
0
    }
5801
3.85k
    return ret;
5802
3.85k
}
5803
5804
void ImGui::EndChild()
5805
3.85k
{
5806
3.85k
    ImGuiContext& g = *GImGui;
5807
3.85k
    ImGuiWindow* child_window = g.CurrentWindow;
5808
5809
3.85k
    IM_ASSERT(g.WithinEndChild == false);
5810
3.85k
    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5811
5812
3.85k
    g.WithinEndChild = true;
5813
3.85k
    ImVec2 child_size = child_window->Size;
5814
3.85k
    End();
5815
3.85k
    if (child_window->BeginCount == 1)
5816
3.85k
    {
5817
3.85k
        ImGuiWindow* parent_window = g.CurrentWindow;
5818
3.85k
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
5819
3.85k
        ItemSize(child_size);
5820
3.85k
        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
5821
3.36k
        {
5822
3.36k
            ItemAdd(bb, child_window->ChildId);
5823
3.36k
            RenderNavHighlight(bb, child_window->ChildId);
5824
5825
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5826
3.36k
            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
5827
1.04k
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_Compact);
5828
3.36k
        }
5829
483
        else
5830
483
        {
5831
            // Not navigable into
5832
483
            ItemAdd(bb, 0);
5833
5834
            // But when flattened we directly reach items, adjust active layer mask accordingly
5835
483
            if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
5836
0
                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
5837
483
        }
5838
3.85k
        if (g.HoveredWindow == child_window)
5839
5
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5840
3.85k
    }
5841
3.85k
    g.WithinEndChild = false;
5842
3.85k
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5843
3.85k
}
5844
5845
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5846
8
{
5847
8
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5848
8
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5849
8
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5850
8
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5851
8
}
5852
5853
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5854
285k
{
5855
285k
    ImGuiContext& g = *GImGui;
5856
285k
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5857
285k
}
5858
5859
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5860
285k
{
5861
285k
    ImGuiID id = ImHashStr(name);
5862
285k
    return FindWindowByID(id);
5863
285k
}
5864
5865
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5866
0
{
5867
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5868
0
    window->ViewportPos = main_viewport->Pos;
5869
0
    if (settings->ViewportId)
5870
0
    {
5871
0
        window->ViewportId = settings->ViewportId;
5872
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5873
0
    }
5874
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5875
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5876
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5877
0
    window->Collapsed = settings->Collapsed;
5878
0
    window->DockId = settings->DockId;
5879
0
    window->DockOrder = settings->DockOrder;
5880
0
}
5881
5882
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5883
285k
{
5884
285k
    ImGuiContext& g = *GImGui;
5885
5886
285k
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5887
285k
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5888
285k
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5889
2
    {
5890
2
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5891
2
        g.WindowsFocusOrder.push_back(window);
5892
2
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5893
2
    }
5894
285k
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5895
0
    {
5896
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5897
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5898
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5899
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5900
0
        window->FocusOrder = -1;
5901
0
    }
5902
285k
    window->IsExplicitChild = new_is_explicit_child;
5903
285k
}
5904
5905
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5906
3
{
5907
    // Initial window state with e.g. default/arbitrary window position
5908
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5909
3
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5910
3
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5911
3
    window->Size = window->SizeFull = ImVec2(0, 0);
5912
3
    window->ViewportPos = main_viewport->Pos;
5913
3
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5914
5915
3
    if (settings != NULL)
5916
0
    {
5917
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5918
0
        ApplyWindowSettings(window, settings);
5919
0
    }
5920
3
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5921
5922
3
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5923
0
    {
5924
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5925
0
        window->AutoFitOnlyGrows = false;
5926
0
    }
5927
3
    else
5928
3
    {
5929
3
        if (window->Size.x <= 0.0f)
5930
3
            window->AutoFitFramesX = 2;
5931
3
        if (window->Size.y <= 0.0f)
5932
3
            window->AutoFitFramesY = 2;
5933
3
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5934
3
    }
5935
3
}
5936
5937
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5938
3
{
5939
    // Create window the first time
5940
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5941
3
    ImGuiContext& g = *GImGui;
5942
3
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5943
3
    window->Flags = flags;
5944
3
    g.WindowsById.SetVoidPtr(window->ID, window);
5945
5946
3
    ImGuiWindowSettings* settings = NULL;
5947
3
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5948
2
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5949
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5950
5951
3
    InitOrLoadWindowSettings(window, settings);
5952
5953
3
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5954
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5955
3
    else
5956
3
        g.Windows.push_back(window);
5957
5958
3
    return window;
5959
3
}
5960
5961
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5962
0
{
5963
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5964
0
}
5965
5966
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5967
855k
{
5968
855k
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5969
855k
}
5970
5971
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
5972
855k
{
5973
    // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5974
    // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
5975
    // Perhaps should tend further a neater test for this.
5976
855k
    ImGuiContext& g = *GImGui;
5977
855k
    ImVec2 size_min;
5978
855k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
5979
11.5k
    {
5980
11.5k
        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
5981
11.5k
        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
5982
11.5k
    }
5983
843k
    else
5984
843k
    {
5985
843k
        size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
5986
843k
        size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
5987
843k
    }
5988
5989
    // Reduce artifacts with very small windows
5990
855k
    ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5991
855k
    size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
5992
855k
    return size_min;
5993
855k
}
5994
5995
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5996
570k
{
5997
570k
    ImGuiContext& g = *GImGui;
5998
570k
    ImVec2 new_size = size_desired;
5999
570k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
6000
0
    {
6001
        // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
6002
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
6003
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
6004
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
6005
0
        if (g.NextWindowData.SizeCallback)
6006
0
        {
6007
0
            ImGuiSizeCallbackData data;
6008
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
6009
0
            data.Pos = window->Pos;
6010
0
            data.CurrentSize = window->SizeFull;
6011
0
            data.DesiredSize = new_size;
6012
0
            g.NextWindowData.SizeCallback(&data);
6013
0
            new_size = data.DesiredSize;
6014
0
        }
6015
0
        new_size.x = IM_TRUNC(new_size.x);
6016
0
        new_size.y = IM_TRUNC(new_size.y);
6017
0
    }
6018
6019
    // Minimum size
6020
570k
    ImVec2 size_min = CalcWindowMinSize(window);
6021
570k
    return ImMax(new_size, size_min);
6022
570k
}
6023
6024
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
6025
285k
{
6026
285k
    bool preserve_old_content_sizes = false;
6027
285k
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6028
136k
        preserve_old_content_sizes = true;
6029
148k
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
6030
0
        preserve_old_content_sizes = true;
6031
285k
    if (preserve_old_content_sizes)
6032
136k
    {
6033
136k
        *content_size_current = window->ContentSize;
6034
136k
        *content_size_ideal = window->ContentSizeIdeal;
6035
136k
        return;
6036
136k
    }
6037
6038
148k
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6039
148k
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6040
148k
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6041
148k
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6042
148k
}
6043
6044
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6045
285k
{
6046
285k
    ImGuiContext& g = *GImGui;
6047
285k
    ImGuiStyle& style = g.Style;
6048
285k
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6049
285k
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6050
285k
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6051
285k
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6052
285k
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6053
0
    {
6054
        // Tooltip always resize
6055
0
        return size_desired;
6056
0
    }
6057
285k
    else
6058
285k
    {
6059
        // Maximum window size is determined by the viewport size or monitor size
6060
285k
        ImVec2 size_min = CalcWindowMinSize(window);
6061
285k
        ImVec2 size_max = (window->ViewportOwned || ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6062
285k
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6063
285k
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0)
6064
0
            size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6065
285k
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
6066
6067
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6068
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6069
285k
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6070
285k
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6071
285k
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6072
285k
        if (will_have_scrollbar_x)
6073
3.85k
            size_auto_fit.y += style.ScrollbarSize;
6074
285k
        if (will_have_scrollbar_y)
6075
156
            size_auto_fit.x += style.ScrollbarSize;
6076
285k
        return size_auto_fit;
6077
285k
    }
6078
285k
}
6079
6080
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6081
0
{
6082
0
    ImVec2 size_contents_current;
6083
0
    ImVec2 size_contents_ideal;
6084
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6085
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6086
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6087
0
    return size_final;
6088
0
}
6089
6090
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6091
148k
{
6092
148k
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6093
0
        return ImGuiCol_PopupBg;
6094
148k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6095
3.85k
        return ImGuiCol_ChildBg;
6096
144k
    return ImGuiCol_WindowBg;
6097
148k
}
6098
6099
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6100
0
{
6101
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6102
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6103
0
    ImVec2 size_expected = pos_max - pos_min;
6104
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6105
0
    *out_pos = pos_min;
6106
0
    if (corner_norm.x == 0.0f)
6107
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6108
0
    if (corner_norm.y == 0.0f)
6109
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6110
0
    *out_size = size_constrained;
6111
0
}
6112
6113
// Data for resizing from resize grip / corner
6114
struct ImGuiResizeGripDef
6115
{
6116
    ImVec2  CornerPosN;
6117
    ImVec2  InnerDir;
6118
    int     AngleMin12, AngleMax12;
6119
};
6120
static const ImGuiResizeGripDef resize_grip_def[4] =
6121
{
6122
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6123
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6124
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6125
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6126
};
6127
6128
// Data for resizing from borders
6129
struct ImGuiResizeBorderDef
6130
{
6131
    ImVec2  InnerDir;               // Normal toward inside
6132
    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
6133
    float   OuterAngle;             // Angle toward outside
6134
};
6135
static const ImGuiResizeBorderDef resize_border_def[4] =
6136
{
6137
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6138
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6139
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6140
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6141
};
6142
6143
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6144
0
{
6145
0
    ImRect rect = window->Rect();
6146
0
    if (thickness == 0.0f)
6147
0
        rect.Max -= ImVec2(1, 1);
6148
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6149
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6150
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6151
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6152
0
    IM_ASSERT(0);
6153
0
    return ImRect();
6154
0
}
6155
6156
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6157
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6158
0
{
6159
0
    IM_ASSERT(n >= 0 && n < 4);
6160
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6161
0
    id = ImHashStr("#RESIZE", 0, id);
6162
0
    id = ImHashData(&n, sizeof(int), id);
6163
0
    return id;
6164
0
}
6165
6166
// Borders (Left, Right, Up, Down)
6167
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6168
0
{
6169
0
    IM_ASSERT(dir >= 0 && dir < 4);
6170
0
    int n = (int)dir + 4;
6171
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6172
0
    id = ImHashStr("#RESIZE", 0, id);
6173
0
    id = ImHashData(&n, sizeof(int), id);
6174
0
    return id;
6175
0
}
6176
6177
// Handle resize for: Resize Grips, Borders, Gamepad
6178
// Return true when using auto-fit (double-click on resize grip)
6179
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6180
148k
{
6181
148k
    ImGuiContext& g = *GImGui;
6182
148k
    ImGuiWindowFlags flags = window->Flags;
6183
6184
148k
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6185
3.85k
        return false;
6186
144k
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6187
140k
        return false;
6188
6189
3.85k
    int ret_auto_fit_mask = 0x00;
6190
3.85k
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6191
3.85k
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6192
3.85k
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6193
6194
3.85k
    ImRect clamp_rect = visibility_rect;
6195
3.85k
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6196
3.85k
    if (window_move_from_title_bar)
6197
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6198
6199
3.85k
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6200
3.85k
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6201
6202
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6203
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6204
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6205
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6206
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6207
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6208
3.85k
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6209
3.85k
    if (clip_with_viewport_rect)
6210
3.85k
        window->ClipRect = window->Viewport->GetMainRect();
6211
6212
    // Resize grips and borders are on layer 1
6213
3.85k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6214
6215
    // Manual resize grips
6216
3.85k
    PushID("#RESIZE");
6217
7.70k
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6218
3.85k
    {
6219
3.85k
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6220
3.85k
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6221
6222
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6223
3.85k
        bool hovered, held;
6224
3.85k
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6225
3.85k
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6226
3.85k
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6227
3.85k
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6228
3.85k
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6229
3.85k
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6230
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6231
3.85k
        if (hovered || held)
6232
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6233
6234
3.85k
        if (held && g.IO.MouseDoubleClicked[0])
6235
0
        {
6236
            // Auto-fit when double-clicking
6237
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6238
0
            ret_auto_fit_mask = 0x03; // Both axises
6239
0
            ClearActiveID();
6240
0
        }
6241
3.85k
        else if (held)
6242
0
        {
6243
            // Resize from any of the four corners
6244
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6245
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6246
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6247
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6248
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6249
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6250
0
        }
6251
6252
        // Only lower-left grip is visible before hovering/activating
6253
3.85k
        if (resize_grip_n == 0 || held || hovered)
6254
3.85k
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6255
3.85k
    }
6256
6257
3.85k
    int resize_border_mask = 0x00;
6258
3.85k
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
6259
0
        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
6260
3.85k
    else
6261
3.85k
        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
6262
19.2k
    for (int border_n = 0; border_n < 4; border_n++)
6263
15.4k
    {
6264
15.4k
        if ((resize_border_mask & (1 << border_n)) == 0)
6265
15.4k
            continue;
6266
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6267
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6268
6269
0
        bool hovered, held;
6270
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6271
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6272
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6273
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6274
        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6275
0
        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
6276
0
            hovered = false;
6277
0
        if (hovered || held)
6278
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6279
0
        if (held && g.IO.MouseDoubleClicked[0])
6280
0
        {
6281
            // Double-clicking bottom or right border auto-fit on this axis
6282
            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
6283
0
            if (border_n == 1 || border_n == 3) // Right and bottom border
6284
0
            {
6285
0
                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
6286
0
                ret_auto_fit_mask |= (1 << axis);
6287
0
                hovered = held = false; // So border doesn't show highlighted at new position
6288
0
            }
6289
0
            ClearActiveID();
6290
0
        }
6291
0
        else if (held)
6292
0
        {
6293
            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
6294
            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
6295
            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
6296
0
            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
6297
0
            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
6298
0
            {
6299
0
                g.WindowResizeBorderExpectedRect = border_rect;
6300
0
                g.WindowResizeRelativeMode = false;
6301
0
            }
6302
0
            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
6303
0
                g.WindowResizeRelativeMode = true;
6304
6305
0
            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
6306
0
            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
6307
0
            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
6308
6309
            // Use absolute mode position
6310
0
            ImVec2 border_target = window->Pos;
6311
0
            border_target[axis] = border_target_abs_mode_for_axis;
6312
6313
            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
6314
0
            bool ignore_resize = false;
6315
0
            if (g.WindowResizeRelativeMode)
6316
0
            {
6317
                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
6318
0
                border_target[axis] = border_target_rel_mode_for_axis;
6319
0
                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
6320
0
                    ignore_resize = true;
6321
0
            }
6322
6323
            // Clamp, apply
6324
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6325
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6326
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6327
0
            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
6328
0
            {
6329
0
                if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar))
6330
0
                    border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x);
6331
0
                if (flags & ImGuiWindowFlags_NoScrollbar)
6332
0
                    border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y);
6333
0
            }
6334
0
            if (!ignore_resize)
6335
0
                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6336
0
        }
6337
0
        if (hovered)
6338
0
            *border_hovered = border_n;
6339
0
        if (held)
6340
0
            *border_held = border_n;
6341
0
    }
6342
3.85k
    PopID();
6343
6344
    // Restore nav layer
6345
3.85k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6346
6347
    // Navigation resize (keyboard/gamepad)
6348
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6349
    // Not even sure the callback works here.
6350
3.85k
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6351
0
    {
6352
0
        ImVec2 nav_resize_dir;
6353
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6354
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6355
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6356
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6357
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6358
0
        {
6359
0
            const float NAV_RESIZE_SPEED = 600.0f;
6360
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6361
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6362
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6363
0
            g.NavWindowingToggleLayer = false;
6364
0
            g.NavDisableMouseHover = true;
6365
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6366
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6367
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6368
0
            {
6369
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6370
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6371
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6372
0
            }
6373
0
        }
6374
0
    }
6375
6376
    // Apply back modified position/size to window
6377
3.85k
    const ImVec2 curr_pos = window->Pos;
6378
3.85k
    const ImVec2 curr_size = window->SizeFull;
6379
3.85k
    if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x))
6380
0
        window->Size.x = window->SizeFull.x = size_target.x;
6381
3.85k
    if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y))
6382
0
        window->Size.y = window->SizeFull.y = size_target.y;
6383
3.85k
    if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x))
6384
0
        window->Pos.x = ImTrunc(pos_target.x);
6385
3.85k
    if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y))
6386
0
        window->Pos.y = ImTrunc(pos_target.y);
6387
3.85k
    if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y)
6388
0
        MarkIniSettingsDirty(window);
6389
6390
    // Recalculate next expected border expected coordinates
6391
3.85k
    if (*border_held != -1)
6392
0
        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6393
6394
3.85k
    return ret_auto_fit_mask;
6395
144k
}
6396
6397
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6398
281k
{
6399
281k
    ImGuiContext& g = *GImGui;
6400
281k
    ImVec2 size_for_clamping = window->Size;
6401
281k
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6402
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6403
281k
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6404
281k
}
6405
6406
static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size)
6407
0
{
6408
0
    const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6409
0
    const float rounding = window->WindowRounding;
6410
0
    const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
6411
0
    window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6412
0
    window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6413
0
    window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size);
6414
0
}
6415
6416
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6417
148k
{
6418
148k
    ImGuiContext& g = *GImGui;
6419
148k
    const float border_size = window->WindowBorderSize;
6420
148k
    const ImU32 border_col = GetColorU32(ImGuiCol_Border);
6421
148k
    if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0)
6422
145k
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize);
6423
2.40k
    else if (border_size > 0.0f)
6424
0
    {
6425
0
        if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border.
6426
0
            RenderWindowOuterSingleBorder(window, 1, border_col, border_size);
6427
0
        if (window->ChildFlags & ImGuiChildFlags_ResizeY)
6428
0
            RenderWindowOuterSingleBorder(window, 3, border_col, border_size);
6429
0
    }
6430
148k
    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
6431
0
    {
6432
0
        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
6433
0
        const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
6434
0
        RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual
6435
0
    }
6436
148k
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6437
0
    {
6438
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6439
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
6440
0
    }
6441
148k
}
6442
6443
// Draw background and borders
6444
// Draw and handle scrollbars
6445
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6446
285k
{
6447
285k
    ImGuiContext& g = *GImGui;
6448
285k
    ImGuiStyle& style = g.Style;
6449
285k
    ImGuiWindowFlags flags = window->Flags;
6450
6451
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6452
285k
    IM_ASSERT(window->BeginCount == 0);
6453
285k
    window->SkipItems = false;
6454
6455
    // Draw window + handle manual resize
6456
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6457
285k
    const float window_rounding = window->WindowRounding;
6458
285k
    const float window_border_size = window->WindowBorderSize;
6459
285k
    if (window->Collapsed)
6460
136k
    {
6461
        // Title bar only
6462
136k
        const float backup_border_size = style.FrameBorderSize;
6463
136k
        g.Style.FrameBorderSize = window->WindowBorderSize;
6464
136k
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6465
136k
        if (window->ViewportOwned)
6466
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6467
136k
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6468
136k
        g.Style.FrameBorderSize = backup_border_size;
6469
136k
    }
6470
148k
    else
6471
148k
    {
6472
        // Window background
6473
148k
        if (!(flags & ImGuiWindowFlags_NoBackground))
6474
148k
        {
6475
148k
            bool is_docking_transparent_payload = false;
6476
148k
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6477
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6478
0
                    is_docking_transparent_payload = true;
6479
6480
148k
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6481
148k
            if (window->ViewportOwned)
6482
0
            {
6483
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6484
0
                if (is_docking_transparent_payload)
6485
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6486
0
            }
6487
148k
            else
6488
148k
            {
6489
                // Adjust alpha. For docking
6490
148k
                bool override_alpha = false;
6491
148k
                float alpha = 1.0f;
6492
148k
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6493
0
                {
6494
0
                    alpha = g.NextWindowData.BgAlphaVal;
6495
0
                    override_alpha = true;
6496
0
                }
6497
148k
                if (is_docking_transparent_payload)
6498
0
                {
6499
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6500
0
                    override_alpha = true;
6501
0
                }
6502
148k
                if (override_alpha)
6503
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6504
148k
            }
6505
6506
            // Render, for docked windows and host windows we ensure bg goes before decorations
6507
148k
            if (window->DockIsActive)
6508
0
                window->DockNode->LastBgColor = bg_col;
6509
148k
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6510
148k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6511
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6512
148k
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6513
148k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6514
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6515
148k
        }
6516
148k
        if (window->DockIsActive)
6517
0
            window->DockNode->IsBgDrawnThisFrame = true;
6518
6519
        // Title bar
6520
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6521
        // in order for their pos/size to be matching their undocking state.)
6522
148k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6523
144k
        {
6524
144k
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6525
144k
            if (window->ViewportOwned)
6526
0
                title_bar_col |= IM_COL32_A_MASK; // No alpha
6527
144k
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6528
144k
        }
6529
6530
        // Menu bar
6531
148k
        if (flags & ImGuiWindowFlags_MenuBar)
6532
0
        {
6533
0
            ImRect menu_bar_rect = window->MenuBarRect();
6534
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6535
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6536
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6537
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6538
0
        }
6539
6540
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6541
148k
        ImGuiDockNode* node = window->DockNode;
6542
148k
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6543
0
        {
6544
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6545
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6546
0
            ImVec2 p = node->Pos;
6547
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6548
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6549
0
            KeepAliveID(unhide_id);
6550
0
            bool hovered, held;
6551
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6552
0
                node->WantHiddenTabBarToggle = true;
6553
0
            else if (held && IsMouseDragging(0))
6554
0
                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
6555
6556
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6557
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6558
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6559
0
        }
6560
6561
        // Scrollbars
6562
148k
        if (window->ScrollbarX)
6563
3.85k
            Scrollbar(ImGuiAxis_X);
6564
148k
        if (window->ScrollbarY)
6565
3.88k
            Scrollbar(ImGuiAxis_Y);
6566
6567
        // Render resize grips (after their input handling so we don't have a frame of latency)
6568
148k
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6569
144k
        {
6570
288k
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6571
144k
            {
6572
144k
                const ImU32 col = resize_grip_col[resize_grip_n];
6573
144k
                if ((col & IM_COL32_A_MASK) == 0)
6574
140k
                    continue;
6575
3.85k
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6576
3.85k
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6577
3.85k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6578
3.85k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6579
3.85k
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6580
3.85k
                window->DrawList->PathFillConvex(col);
6581
3.85k
            }
6582
144k
        }
6583
6584
        // Borders (for dock node host they will be rendered over after the tab bar)
6585
148k
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6586
148k
            RenderWindowOuterBorders(window);
6587
148k
    }
6588
285k
}
6589
6590
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6591
// Render title text, collapse button, close button
6592
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6593
281k
{
6594
281k
    ImGuiContext& g = *GImGui;
6595
281k
    ImGuiStyle& style = g.Style;
6596
281k
    ImGuiWindowFlags flags = window->Flags;
6597
6598
281k
    const bool has_close_button = (p_open != NULL);
6599
281k
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6600
6601
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6602
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6603
281k
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6604
281k
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6605
281k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6606
6607
    // Layout buttons
6608
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6609
281k
    float pad_l = style.FramePadding.x;
6610
281k
    float pad_r = style.FramePadding.x;
6611
281k
    float button_sz = g.FontSize;
6612
281k
    ImVec2 close_button_pos;
6613
281k
    ImVec2 collapse_button_pos;
6614
281k
    if (has_close_button)
6615
0
    {
6616
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6617
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6618
0
    }
6619
281k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6620
0
    {
6621
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6622
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6623
0
    }
6624
281k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6625
281k
    {
6626
281k
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6627
281k
        pad_l += button_sz + style.ItemInnerSpacing.x;
6628
281k
    }
6629
6630
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6631
281k
    if (has_collapse_button)
6632
281k
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6633
1
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6634
6635
    // Close button
6636
281k
    if (has_close_button)
6637
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6638
0
            *p_open = false;
6639
6640
281k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6641
281k
    g.CurrentItemFlags = item_flags_backup;
6642
6643
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6644
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6645
281k
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6646
281k
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6647
6648
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6649
    // while uncentered title text will still reach edges correctly.
6650
281k
    if (pad_l > style.FramePadding.x)
6651
281k
        pad_l += g.Style.ItemInnerSpacing.x;
6652
281k
    if (pad_r > style.FramePadding.x)
6653
0
        pad_r += g.Style.ItemInnerSpacing.x;
6654
281k
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6655
0
    {
6656
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6657
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6658
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6659
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6660
0
    }
6661
6662
281k
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6663
281k
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6664
281k
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6665
0
    {
6666
0
        ImVec2 marker_pos;
6667
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6668
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6669
0
        if (marker_pos.x > layout_r.Min.x)
6670
0
        {
6671
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6672
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6673
0
        }
6674
0
    }
6675
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6676
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6677
281k
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6678
281k
}
6679
6680
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6681
285k
{
6682
285k
    window->ParentWindow = parent_window;
6683
285k
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6684
285k
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6685
3.85k
    {
6686
3.85k
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6687
3.85k
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6688
3.85k
            window->RootWindow = parent_window->RootWindow;
6689
3.85k
    }
6690
285k
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6691
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6692
285k
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6693
3.85k
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6694
285k
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6695
0
    {
6696
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6697
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6698
0
    }
6699
285k
}
6700
6701
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6702
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6703
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6704
// - WindowA            // FindBlockingModal() returns Modal1
6705
//   - WindowB          //                  .. returns Modal1
6706
//   - Modal1           //                  .. returns Modal2
6707
//      - WindowC       //                  .. returns Modal2
6708
//          - WindowD   //                  .. returns Modal2
6709
//          - Modal2    //                  .. returns Modal2
6710
//            - WindowE //                  .. returns NULL
6711
// Notes:
6712
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6713
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6714
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6715
11
{
6716
11
    ImGuiContext& g = *GImGui;
6717
11
    if (g.OpenPopupStack.Size <= 0)
6718
11
        return NULL;
6719
6720
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6721
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6722
0
    {
6723
0
        ImGuiWindow* popup_window = popup_data.Window;
6724
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6725
0
            continue;
6726
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6727
0
            continue;
6728
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6729
0
            return popup_window;
6730
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6731
0
            continue;
6732
0
        return popup_window;                                        // Place window right below first block modal
6733
0
    }
6734
0
    return NULL;
6735
0
}
6736
6737
// Push a new Dear ImGui window to add widgets to.
6738
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6739
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6740
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6741
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6742
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6743
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6744
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6745
285k
{
6746
285k
    ImGuiContext& g = *GImGui;
6747
285k
    const ImGuiStyle& style = g.Style;
6748
285k
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6749
285k
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6750
285k
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6751
6752
    // Find or create
6753
285k
    ImGuiWindow* window = FindWindowByName(name);
6754
285k
    const bool window_just_created = (window == NULL);
6755
285k
    if (window_just_created)
6756
3
        window = CreateNewWindow(name, flags);
6757
6758
    // [DEBUG] Debug break requested by user
6759
285k
    if (g.DebugBreakInWindow == window->ID)
6760
0
        IM_DEBUG_BREAK();
6761
6762
    // Automatically disable manual moving/resizing when NoInputs is set
6763
285k
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6764
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6765
6766
285k
    if (flags & ImGuiWindowFlags_NavFlattened)
6767
285k
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6768
6769
285k
    const int current_frame = g.FrameCount;
6770
285k
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6771
285k
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6772
6773
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6774
285k
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6775
285k
    if (flags & ImGuiWindowFlags_Popup)
6776
0
    {
6777
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6778
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6779
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6780
0
    }
6781
6782
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6783
285k
    const bool window_was_appearing = window->Appearing;
6784
285k
    if (first_begin_of_the_frame)
6785
285k
    {
6786
285k
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6787
285k
        window->Appearing = window_just_activated_by_user;
6788
285k
        if (window->Appearing)
6789
4
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6790
285k
        window->FlagsPreviousFrame = window->Flags;
6791
285k
        window->Flags = (ImGuiWindowFlags)flags;
6792
285k
        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
6793
285k
        window->LastFrameActive = current_frame;
6794
285k
        window->LastTimeActive = (float)g.Time;
6795
285k
        window->BeginOrderWithinParent = 0;
6796
285k
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6797
285k
    }
6798
0
    else
6799
0
    {
6800
0
        flags = window->Flags;
6801
0
    }
6802
6803
    // Docking
6804
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6805
285k
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6806
285k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6807
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6808
285k
    if (first_begin_of_the_frame)
6809
285k
    {
6810
285k
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6811
285k
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6812
285k
        bool dock_node_was_visible = window->DockNodeIsVisible;
6813
285k
        bool dock_tab_was_visible = window->DockTabIsVisible;
6814
285k
        if (has_dock_node || new_auto_dock_node)
6815
0
        {
6816
0
            BeginDocked(window, p_open);
6817
0
            flags = window->Flags;
6818
0
            if (window->DockIsActive)
6819
0
            {
6820
0
                IM_ASSERT(window->DockNode != NULL);
6821
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6822
0
            }
6823
6824
            // Amend the Appearing flag
6825
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6826
0
            {
6827
0
                window->Appearing = true;
6828
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6829
0
            }
6830
0
        }
6831
285k
        else
6832
285k
        {
6833
285k
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6834
285k
        }
6835
285k
    }
6836
6837
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6838
285k
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6839
285k
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6840
285k
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6841
6842
    // We allow window memory to be compacted so recreate the base stack when needed.
6843
285k
    if (window->IDStack.Size == 0)
6844
0
        window->IDStack.push_back(window->ID);
6845
6846
    // Add to stack
6847
285k
    g.CurrentWindow = window;
6848
285k
    ImGuiWindowStackData window_stack_data;
6849
285k
    window_stack_data.Window = window;
6850
285k
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6851
285k
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6852
285k
    g.CurrentWindowStack.push_back(window_stack_data);
6853
285k
    if (flags & ImGuiWindowFlags_ChildMenu)
6854
0
        g.BeginMenuDepth++;
6855
6856
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6857
285k
    if (first_begin_of_the_frame)
6858
285k
    {
6859
285k
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6860
285k
        window->ParentWindowInBeginStack = parent_window_in_stack;
6861
6862
        // Focus route
6863
        // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
6864
        // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
6865
285k
        window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL;
6866
285k
        if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL)
6867
0
            if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute)
6868
0
                window->ParentWindowForFocusRoute = window->DockNode->HostWindow;
6869
6870
        // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute()
6871
285k
        if (window->WindowClass.FocusRouteParentWindowId != 0)
6872
0
        {
6873
0
            window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId);
6874
0
            IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId.
6875
0
        }
6876
285k
    }
6877
6878
    // Add to focus scope stack
6879
285k
    PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID);
6880
285k
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6881
6882
    // Add to popup stack
6883
285k
    if (flags & ImGuiWindowFlags_Popup)
6884
0
    {
6885
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6886
0
        popup_ref.Window = window;
6887
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6888
0
        g.BeginPopupStack.push_back(popup_ref);
6889
0
        window->PopupId = popup_ref.PopupId;
6890
0
    }
6891
6892
    // Process SetNextWindow***() calls
6893
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6894
285k
    bool window_pos_set_by_api = false;
6895
285k
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6896
285k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6897
0
    {
6898
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6899
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6900
0
        {
6901
            // May be processed on the next frame if this is our first frame and we are measuring size
6902
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6903
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6904
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6905
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6906
0
        }
6907
0
        else
6908
0
        {
6909
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6910
0
        }
6911
0
    }
6912
285k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6913
144k
    {
6914
144k
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6915
144k
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6916
144k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
6917
0
            g.NextWindowData.SizeVal.x = window->SizeFull.x;
6918
144k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
6919
0
            g.NextWindowData.SizeVal.y = window->SizeFull.y;
6920
144k
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6921
144k
    }
6922
285k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6923
0
    {
6924
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6925
0
        {
6926
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6927
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6928
0
        }
6929
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6930
0
        {
6931
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6932
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6933
0
        }
6934
0
    }
6935
285k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6936
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6937
285k
    else if (first_begin_of_the_frame)
6938
285k
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6939
285k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6940
0
        window->WindowClass = g.NextWindowData.WindowClass;
6941
285k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6942
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6943
285k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6944
0
        FocusWindow(window);
6945
285k
    if (window->Appearing)
6946
4
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6947
6948
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6949
285k
    g.CurrentWindow = NULL;
6950
6951
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6952
285k
    if (first_begin_of_the_frame)
6953
285k
    {
6954
        // Initialize
6955
285k
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6956
285k
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6957
285k
        window->Active = true;
6958
285k
        window->HasCloseButton = (p_open != NULL);
6959
285k
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6960
285k
        window->IDStack.resize(1);
6961
285k
        window->DrawList->_ResetForNewFrame();
6962
285k
        window->DC.CurrentTableIdx = -1;
6963
285k
        if (flags & ImGuiWindowFlags_DockNodeHost)
6964
0
        {
6965
0
            window->DrawList->ChannelsSplit(2);
6966
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6967
0
        }
6968
6969
        // Restore buffer capacity when woken from a compacted state, to avoid
6970
285k
        if (window->MemoryCompacted)
6971
0
            GcAwakeTransientWindowBuffers(window);
6972
6973
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6974
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6975
285k
        bool window_title_visible_elsewhere = false;
6976
285k
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6977
0
            window_title_visible_elsewhere = true;
6978
285k
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6979
0
            window_title_visible_elsewhere = true;
6980
285k
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6981
0
        {
6982
0
            size_t buf_len = (size_t)window->NameBufLen;
6983
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6984
0
            window->NameBufLen = (int)buf_len;
6985
0
        }
6986
6987
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6988
6989
        // Update contents size from last frame for auto-fitting (or use explicit size)
6990
285k
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6991
6992
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6993
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6994
        // it has a single usage before this code block and may be set below before it is finally checked.
6995
285k
        if (window->HiddenFramesCanSkipItems > 0)
6996
0
            window->HiddenFramesCanSkipItems--;
6997
285k
        if (window->HiddenFramesCannotSkipItems > 0)
6998
2
            window->HiddenFramesCannotSkipItems--;
6999
285k
        if (window->HiddenFramesForRenderOnly > 0)
7000
0
            window->HiddenFramesForRenderOnly--;
7001
7002
        // Hide new windows for one frame until they calculate their size
7003
285k
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
7004
1
            window->HiddenFramesCannotSkipItems = 1;
7005
7006
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
7007
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
7008
285k
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
7009
0
        {
7010
0
            window->HiddenFramesCannotSkipItems = 1;
7011
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
7012
0
            {
7013
0
                if (!window_size_x_set_by_api)
7014
0
                    window->Size.x = window->SizeFull.x = 0.f;
7015
0
                if (!window_size_y_set_by_api)
7016
0
                    window->Size.y = window->SizeFull.y = 0.f;
7017
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
7018
0
            }
7019
0
        }
7020
7021
        // SELECT VIEWPORT
7022
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
7023
7024
285k
        WindowSelectViewport(window);
7025
285k
        SetCurrentViewport(window, window->Viewport);
7026
285k
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7027
285k
        SetCurrentWindow(window);
7028
285k
        flags = window->Flags;
7029
7030
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
7031
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
7032
7033
285k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
7034
3.85k
            window->WindowBorderSize = style.ChildBorderSize;
7035
281k
        else
7036
281k
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
7037
285k
        window->WindowPadding = style.WindowPadding;
7038
285k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
7039
2.40k
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
7040
7041
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
7042
285k
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
7043
285k
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
7044
7045
285k
        bool use_current_size_for_scrollbar_x = window_just_created;
7046
285k
        bool use_current_size_for_scrollbar_y = window_just_created;
7047
7048
        // Collapse window by double-clicking on title bar
7049
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
7050
285k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
7051
281k
        {
7052
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
7053
281k
            ImRect title_bar_rect = window->TitleBarRect();
7054
281k
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
7055
2
                window->WantCollapseToggle = true;
7056
281k
            if (window->WantCollapseToggle)
7057
3
            {
7058
3
                window->Collapsed = !window->Collapsed;
7059
3
                if (!window->Collapsed)
7060
1
                    use_current_size_for_scrollbar_y = true;
7061
3
                MarkIniSettingsDirty(window);
7062
3
            }
7063
281k
        }
7064
3.85k
        else
7065
3.85k
        {
7066
3.85k
            window->Collapsed = false;
7067
3.85k
        }
7068
285k
        window->WantCollapseToggle = false;
7069
7070
        // SIZE
7071
7072
        // Outer Decoration Sizes
7073
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
7074
285k
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
7075
285k
        window->DecoOuterSizeX1 = 0.0f;
7076
285k
        window->DecoOuterSizeX2 = 0.0f;
7077
285k
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
7078
285k
        window->DecoOuterSizeY2 = 0.0f;
7079
285k
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
7080
7081
        // Calculate auto-fit size, handle automatic resize
7082
285k
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
7083
285k
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
7084
0
        {
7085
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
7086
0
            if (!window_size_x_set_by_api)
7087
0
            {
7088
0
                window->SizeFull.x = size_auto_fit.x;
7089
0
                use_current_size_for_scrollbar_x = true;
7090
0
            }
7091
0
            if (!window_size_y_set_by_api)
7092
0
            {
7093
0
                window->SizeFull.y = size_auto_fit.y;
7094
0
                use_current_size_for_scrollbar_y = true;
7095
0
            }
7096
0
        }
7097
285k
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7098
2
        {
7099
            // Auto-fit may only grow window during the first few frames
7100
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
7101
2
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
7102
2
            {
7103
2
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
7104
2
                use_current_size_for_scrollbar_x = true;
7105
2
            }
7106
2
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
7107
2
            {
7108
2
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
7109
2
                use_current_size_for_scrollbar_y = true;
7110
2
            }
7111
2
            if (!window->Collapsed)
7112
2
                MarkIniSettingsDirty(window);
7113
2
        }
7114
7115
        // Apply minimum/maximum window size constraints and final size
7116
285k
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
7117
285k
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
7118
7119
        // POSITION
7120
7121
        // Popup latch its initial position, will position itself when it appears next frame
7122
285k
        if (window_just_activated_by_user)
7123
4
        {
7124
4
            window->AutoPosLastDirection = ImGuiDir_None;
7125
4
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
7126
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
7127
4
        }
7128
7129
        // Position child window
7130
285k
        if (flags & ImGuiWindowFlags_ChildWindow)
7131
3.85k
        {
7132
3.85k
            IM_ASSERT(parent_window && parent_window->Active);
7133
3.85k
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7134
3.85k
            parent_window->DC.ChildWindows.push_back(window);
7135
3.85k
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7136
3.85k
                window->Pos = parent_window->DC.CursorPos;
7137
3.85k
        }
7138
7139
285k
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7140
285k
        if (window_pos_with_pivot)
7141
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7142
285k
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7143
0
            window->Pos = FindBestWindowPosForPopup(window);
7144
285k
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7145
0
            window->Pos = FindBestWindowPosForPopup(window);
7146
285k
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7147
0
            window->Pos = FindBestWindowPosForPopup(window);
7148
7149
        // Late create viewport if we don't fit within our current host viewport.
7150
285k
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7151
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7152
0
            {
7153
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7154
                //ImGuiViewport* old_viewport = window->Viewport;
7155
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7156
7157
                // FIXME-DPI
7158
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7159
0
                SetCurrentViewport(window, window->Viewport);
7160
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7161
0
                SetCurrentWindow(window);
7162
0
            }
7163
7164
285k
        if (window->ViewportOwned)
7165
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7166
7167
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7168
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7169
285k
        ImRect viewport_rect(window->Viewport->GetMainRect());
7170
285k
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7171
285k
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7172
285k
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7173
7174
        // Clamp position/size so window stays visible within its viewport or monitor
7175
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7176
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7177
285k
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7178
281k
        {
7179
281k
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7180
281k
            {
7181
281k
                ClampWindowPos(window, visibility_rect);
7182
281k
            }
7183
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7184
0
            {
7185
0
                if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree)
7186
0
                {
7187
                    // While moving windows we allow them to straddle monitors (#7299, #3071)
7188
0
                    visibility_rect = g.PlatformMonitorsFullWorkRect;
7189
0
                }
7190
0
                else
7191
0
                {
7192
                    // When not moving ensure visible in its monitor
7193
                    // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7194
0
                    const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7195
0
                    visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize);
7196
0
                }
7197
0
                visibility_rect.Expand(-visibility_padding);
7198
0
                ClampWindowPos(window, visibility_rect);
7199
0
            }
7200
281k
        }
7201
285k
        window->Pos = ImTrunc(window->Pos);
7202
7203
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7204
        // Large values tend to lead to variety of artifacts and are not recommended.
7205
285k
        if (window->ViewportOwned || window->DockIsActive)
7206
0
            window->WindowRounding = 0.0f;
7207
285k
        else
7208
285k
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7209
7210
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7211
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7212
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7213
7214
        // Apply window focus (new and reactivated windows are moved to front)
7215
285k
        bool want_focus = false;
7216
285k
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7217
4
        {
7218
4
            if (flags & ImGuiWindowFlags_Popup)
7219
0
                want_focus = true;
7220
4
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7221
2
                want_focus = true;
7222
4
        }
7223
7224
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7225
#ifdef IMGUI_ENABLE_TEST_ENGINE
7226
        if (g.TestEngineHookItems)
7227
        {
7228
            IM_ASSERT(window->IDStack.Size == 1);
7229
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7230
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7231
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7232
            window->IDStack.Size = 1;
7233
        }
7234
#endif
7235
7236
        // Decide if we are going to handle borders and resize grips
7237
285k
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7238
7239
        // Handle manual resize: Resize Grips, Borders, Gamepad
7240
285k
        int border_hovered = -1, border_held = -1;
7241
285k
        ImU32 resize_grip_col[4] = {};
7242
285k
        const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7243
285k
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7244
285k
        if (handle_borders_and_resize_grips && !window->Collapsed)
7245
148k
            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7246
0
            {
7247
0
                if (auto_fit_mask & (1 << ImGuiAxis_X))
7248
0
                    use_current_size_for_scrollbar_x = true;
7249
0
                if (auto_fit_mask & (1 << ImGuiAxis_Y))
7250
0
                    use_current_size_for_scrollbar_y = true;
7251
0
            }
7252
285k
        window->ResizeBorderHovered = (signed char)border_hovered;
7253
285k
        window->ResizeBorderHeld = (signed char)border_held;
7254
7255
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7256
285k
        if (window->ViewportOwned)
7257
0
        {
7258
0
            if (!window->Viewport->PlatformRequestMove)
7259
0
                window->Viewport->Pos = window->Pos;
7260
0
            if (!window->Viewport->PlatformRequestResize)
7261
0
                window->Viewport->Size = window->Size;
7262
0
            window->Viewport->UpdateWorkRect();
7263
0
            viewport_rect = window->Viewport->GetMainRect();
7264
0
        }
7265
7266
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7267
285k
        window->ViewportPos = window->Viewport->Pos;
7268
7269
        // SCROLLBAR VISIBILITY
7270
7271
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7272
285k
        if (!window->Collapsed)
7273
148k
        {
7274
            // When reading the current size we need to read it after size constraints have been applied.
7275
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7276
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7277
148k
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7278
148k
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7279
148k
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7280
148k
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7281
148k
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7282
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7283
148k
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7284
148k
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7285
148k
            if (window->ScrollbarX && !window->ScrollbarY)
7286
502
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7287
148k
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7288
7289
            // Amend the partially filled window->DecorationXXX values.
7290
148k
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7291
148k
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7292
148k
        }
7293
7294
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7295
        // Update various regions. Variables they depend on should be set above in this function.
7296
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7297
7298
        // Outer rectangle
7299
        // Not affected by window border size. Used by:
7300
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7301
        // - Begin() initial clipping rect for drawing window background and borders.
7302
        // - Begin() clipping whole child
7303
285k
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7304
285k
        const ImRect outer_rect = window->Rect();
7305
285k
        const ImRect title_bar_rect = window->TitleBarRect();
7306
285k
        window->OuterRectClipped = outer_rect;
7307
285k
        if (window->DockIsActive)
7308
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7309
285k
        window->OuterRectClipped.ClipWith(host_rect);
7310
7311
        // Inner rectangle
7312
        // Not affected by window border size. Used by:
7313
        // - InnerClipRect
7314
        // - ScrollToRectEx()
7315
        // - NavUpdatePageUpPageDown()
7316
        // - Scrollbar()
7317
285k
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7318
285k
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7319
285k
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7320
285k
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7321
7322
        // Inner clipping rectangle.
7323
        // Will extend a little bit outside the normal work region.
7324
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7325
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7326
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7327
        // Affected by window/frame border size. Used by:
7328
        // - Begin() initial clip rect
7329
285k
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7330
285k
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7331
285k
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7332
285k
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7333
285k
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7334
285k
        window->InnerClipRect.ClipWithFull(host_rect);
7335
7336
        // Default item width. Make it proportional to window size if window manually resizes
7337
285k
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7338
285k
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7339
0
        else
7340
0
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7341
7342
        // SCROLLING
7343
7344
        // Lock down maximum scrolling
7345
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7346
        // for right/bottom aligned items without creating a scrollbar.
7347
285k
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7348
285k
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7349
7350
        // Apply scrolling
7351
285k
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7352
285k
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7353
285k
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7354
7355
        // DRAWING
7356
7357
        // Setup draw list and outer clipping rectangle
7358
285k
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7359
285k
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7360
285k
        PushClipRect(host_rect.Min, host_rect.Max, false);
7361
7362
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7363
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7364
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7365
285k
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7366
285k
        if (is_undocked_or_docked_visible)
7367
285k
        {
7368
285k
            bool render_decorations_in_parent = false;
7369
285k
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7370
3.85k
            {
7371
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7372
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7373
3.85k
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7374
3.85k
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7375
3.85k
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7376
3.85k
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7377
3.85k
                    render_decorations_in_parent = true;
7378
3.85k
            }
7379
285k
            if (render_decorations_in_parent)
7380
3.85k
                window->DrawList = parent_window->DrawList;
7381
7382
            // Handle title bar, scrollbar, resize grips and resize borders
7383
285k
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7384
285k
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7385
285k
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7386
7387
285k
            if (render_decorations_in_parent)
7388
3.85k
                window->DrawList = &window->DrawListInst;
7389
285k
        }
7390
7391
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7392
7393
        // Work rectangle.
7394
        // Affected by window padding and border size. Used by:
7395
        // - Columns() for right-most edge
7396
        // - TreeNode(), CollapsingHeader() for right-most edge
7397
        // - BeginTabBar() for right-most edge
7398
285k
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7399
285k
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7400
285k
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7401
285k
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7402
285k
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7403
285k
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7404
285k
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7405
285k
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7406
285k
        window->ParentWorkRect = window->WorkRect;
7407
7408
        // [LEGACY] Content Region
7409
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7410
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7411
        // Used by:
7412
        // - Mouse wheel scrolling + many other things
7413
285k
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7414
285k
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7415
285k
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7416
285k
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7417
7418
        // Setup drawing context
7419
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7420
285k
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7421
285k
        window->DC.GroupOffset.x = 0.0f;
7422
285k
        window->DC.ColumnsOffset.x = 0.0f;
7423
7424
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7425
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7426
285k
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7427
285k
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7428
285k
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7429
285k
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7430
285k
        window->DC.CursorPos = window->DC.CursorStartPos;
7431
285k
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7432
285k
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7433
285k
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7434
285k
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7435
285k
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7436
285k
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7437
7438
285k
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7439
285k
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7440
285k
        window->DC.NavLayersActiveMaskNext = 0x00;
7441
285k
        window->DC.NavIsScrollPushableX = true;
7442
285k
        window->DC.NavHideHighlightOneFrame = false;
7443
285k
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7444
7445
285k
        window->DC.MenuBarAppending = false;
7446
285k
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7447
285k
        window->DC.TreeDepth = 0;
7448
285k
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7449
285k
        window->DC.ChildWindows.resize(0);
7450
285k
        window->DC.StateStorage = &window->StateStorage;
7451
285k
        window->DC.CurrentColumns = NULL;
7452
285k
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7453
285k
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7454
7455
285k
        window->DC.ItemWidth = window->ItemWidthDefault;
7456
285k
        window->DC.TextWrapPos = -1.0f; // disabled
7457
285k
        window->DC.ItemWidthStack.resize(0);
7458
285k
        window->DC.TextWrapPosStack.resize(0);
7459
285k
        if (flags & ImGuiWindowFlags_Modal)
7460
0
            window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg));
7461
7462
285k
        if (window->AutoFitFramesX > 0)
7463
2
            window->AutoFitFramesX--;
7464
285k
        if (window->AutoFitFramesY > 0)
7465
2
            window->AutoFitFramesY--;
7466
7467
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7468
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7469
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7470
        // - Position window behind the modal that is not a begin-parent of this window.
7471
285k
        if (want_focus)
7472
2
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7473
285k
        if (want_focus && window == g.NavWindow)
7474
2
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7475
7476
        // Close requested by platform window (apply to all windows in this viewport)
7477
285k
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7478
0
        {
7479
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7480
0
            *p_open = false;
7481
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7482
0
        }
7483
7484
        // Title bar
7485
285k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7486
281k
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7487
7488
        // Clear hit test shape every frame
7489
285k
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7490
7491
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7492
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7493
        // Maybe we can support CTRL+C on every element?
7494
        /*
7495
        //if (g.NavWindow == window && g.ActiveId == 0)
7496
        if (g.ActiveId == window->MoveId)
7497
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7498
                LogToClipboard();
7499
        */
7500
7501
285k
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7502
285k
        {
7503
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7504
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7505
285k
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7506
3
                BeginDockableDragDropSource(window);
7507
7508
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7509
285k
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7510
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7511
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7512
0
                        BeginDockableDragDropTarget(window);
7513
285k
        }
7514
7515
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7516
        // This is useful to allow creating context menus on title bar only, etc.
7517
285k
        if (window->DockIsActive)
7518
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7519
285k
        else
7520
285k
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7521
7522
        // [DEBUG]
7523
285k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7524
285k
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7525
0
            DebugLocateItemResolveWithLastItem();
7526
285k
#endif
7527
7528
        // [Test Engine] Register title bar / tab with MoveId.
7529
#ifdef IMGUI_ENABLE_TEST_ENGINE
7530
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7531
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7532
#endif
7533
285k
    }
7534
0
    else
7535
0
    {
7536
        // Append
7537
0
        SetCurrentViewport(window, window->Viewport);
7538
0
        SetCurrentWindow(window);
7539
0
    }
7540
7541
285k
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7542
285k
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7543
7544
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7545
285k
    window->WriteAccessed = false;
7546
285k
    window->BeginCount++;
7547
285k
    g.NextWindowData.ClearFlags();
7548
7549
    // Update visibility
7550
285k
    if (first_begin_of_the_frame)
7551
285k
    {
7552
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7553
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7554
        // This is analogous to regular windows being hidden from one frame.
7555
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7556
285k
        if (window->DockIsActive && !window->DockTabIsVisible)
7557
0
        {
7558
0
            if (window->LastFrameJustFocused == g.FrameCount)
7559
0
                window->HiddenFramesCannotSkipItems = 1;
7560
0
            else
7561
0
                window->HiddenFramesCanSkipItems = 1;
7562
0
        }
7563
7564
285k
        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
7565
3.85k
        {
7566
            // Child window can be out of sight and have "negative" clip windows.
7567
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7568
3.85k
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
7569
3.85k
            const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7570
3.85k
            if (!g.LogEnabled && !nav_request)
7571
3.85k
                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7572
0
                {
7573
0
                    if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7574
0
                        window->HiddenFramesCannotSkipItems = 1;
7575
0
                    else
7576
0
                        window->HiddenFramesCanSkipItems = 1;
7577
0
                }
7578
7579
            // Hide along with parent or if parent is collapsed
7580
3.85k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7581
0
                window->HiddenFramesCanSkipItems = 1;
7582
3.85k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7583
1
                window->HiddenFramesCannotSkipItems = 1;
7584
3.85k
        }
7585
7586
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7587
285k
        if (style.Alpha <= 0.0f)
7588
0
            window->HiddenFramesCanSkipItems = 1;
7589
7590
        // Update the Hidden flag
7591
285k
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7592
285k
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7593
7594
        // Disable inputs for requested number of frames
7595
285k
        if (window->DisableInputsFrames > 0)
7596
0
        {
7597
0
            window->DisableInputsFrames--;
7598
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7599
0
        }
7600
7601
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7602
285k
        bool skip_items = false;
7603
285k
        if (window->Collapsed || !window->Active || hidden_regular)
7604
136k
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7605
136k
                skip_items = true;
7606
285k
        window->SkipItems = skip_items;
7607
7608
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7609
285k
        if (window->SkipItems)
7610
136k
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7611
7612
        // Sanity check: there are two spots which can set Appearing = true
7613
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7614
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7615
285k
        if (window->SkipItems && !window->Appearing)
7616
285k
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7617
285k
    }
7618
7619
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7620
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7621
285k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7622
285k
    if (!window->IsFallbackWindow)
7623
144k
        if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))
7624
0
        {
7625
0
            if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7626
0
            if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7627
0
            return false;
7628
0
        }
7629
285k
#endif
7630
7631
285k
    return !window->SkipItems;
7632
285k
}
7633
7634
void ImGui::End()
7635
285k
{
7636
285k
    ImGuiContext& g = *GImGui;
7637
285k
    ImGuiWindow* window = g.CurrentWindow;
7638
7639
    // Error checking: verify that user hasn't called End() too many times!
7640
285k
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7641
0
    {
7642
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7643
0
        return;
7644
0
    }
7645
285k
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7646
7647
    // Error checking: verify that user doesn't directly call End() on a child window.
7648
285k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7649
285k
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7650
7651
    // Close anything that is open
7652
285k
    if (window->DC.CurrentColumns)
7653
0
        EndColumns();
7654
285k
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7655
285k
        PopClipRect();
7656
285k
    PopFocusScope();
7657
7658
    // Stop logging
7659
285k
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7660
281k
        LogFinish();
7661
7662
285k
    if (window->DC.IsSetPos)
7663
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7664
7665
    // Docking: report contents sizes to parent to allow for auto-resize
7666
285k
    if (window->DockNode && window->DockTabIsVisible)
7667
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7668
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7669
7670
    // Pop from window stack
7671
285k
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7672
285k
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7673
0
        g.BeginMenuDepth--;
7674
285k
    if (window->Flags & ImGuiWindowFlags_Popup)
7675
0
        g.BeginPopupStack.pop_back();
7676
285k
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7677
285k
    g.CurrentWindowStack.pop_back();
7678
285k
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7679
285k
    if (g.CurrentWindow)
7680
144k
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7681
285k
}
7682
7683
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7684
954
{
7685
954
    ImGuiContext& g = *GImGui;
7686
954
    IM_ASSERT(window == window->RootWindow);
7687
7688
954
    const int cur_order = window->FocusOrder;
7689
954
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7690
954
    if (g.WindowsFocusOrder.back() == window)
7691
954
        return;
7692
7693
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7694
0
    for (int n = cur_order; n < new_order; n++)
7695
0
    {
7696
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7697
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7698
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7699
0
    }
7700
0
    g.WindowsFocusOrder[new_order] = window;
7701
0
    window->FocusOrder = (short)new_order;
7702
0
}
7703
7704
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7705
954
{
7706
954
    ImGuiContext& g = *GImGui;
7707
954
    ImGuiWindow* current_front_window = g.Windows.back();
7708
954
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7709
954
        return;
7710
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7711
0
        if (g.Windows[i] == window)
7712
0
        {
7713
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7714
0
            g.Windows[g.Windows.Size - 1] = window;
7715
0
            break;
7716
0
        }
7717
0
}
7718
7719
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7720
0
{
7721
0
    ImGuiContext& g = *GImGui;
7722
0
    if (g.Windows[0] == window)
7723
0
        return;
7724
0
    for (int i = 0; i < g.Windows.Size; i++)
7725
0
        if (g.Windows[i] == window)
7726
0
        {
7727
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7728
0
            g.Windows[0] = window;
7729
0
            break;
7730
0
        }
7731
0
}
7732
7733
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7734
0
{
7735
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7736
0
    ImGuiContext& g = *GImGui;
7737
0
    window = window->RootWindow;
7738
0
    behind_window = behind_window->RootWindow;
7739
0
    int pos_wnd = FindWindowDisplayIndex(window);
7740
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7741
0
    if (pos_wnd < pos_beh)
7742
0
    {
7743
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7744
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7745
0
        g.Windows[pos_beh - 1] = window;
7746
0
    }
7747
0
    else
7748
0
    {
7749
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7750
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7751
0
        g.Windows[pos_beh] = window;
7752
0
    }
7753
0
}
7754
7755
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7756
0
{
7757
0
    ImGuiContext& g = *GImGui;
7758
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7759
0
}
7760
7761
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7762
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7763
15.6k
{
7764
15.6k
    ImGuiContext& g = *GImGui;
7765
7766
    // Modal check?
7767
15.6k
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7768
11
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7769
0
        {
7770
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7771
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7772
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7773
0
            return;
7774
0
        }
7775
7776
    // Find last focused child (if any) and focus it instead.
7777
15.6k
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7778
0
        window = NavRestoreLastChildNavWindow(window);
7779
7780
    // Apply focus
7781
15.6k
    if (g.NavWindow != window)
7782
1.55k
    {
7783
1.55k
        SetNavWindow(window);
7784
1.55k
        if (window && g.NavDisableMouseHover)
7785
128
            g.NavMousePosDirty = true;
7786
1.55k
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7787
1.55k
        g.NavLayer = ImGuiNavLayer_Main;
7788
1.55k
        SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
7789
1.55k
        g.NavIdIsAlive = false;
7790
1.55k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7791
7792
        // Close popups if any
7793
1.55k
        ClosePopupsOverWindow(window, false);
7794
1.55k
    }
7795
7796
    // Move the root window to the top of the pile
7797
15.6k
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7798
15.6k
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7799
15.6k
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7800
15.6k
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7801
15.6k
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7802
7803
    // Steal active widgets. Some of the cases it triggers includes:
7804
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7805
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7806
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7807
15.6k
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7808
18
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7809
1
            ClearActiveID();
7810
7811
    // Passing NULL allow to disable keyboard focus
7812
15.6k
    if (!window)
7813
14.6k
        return;
7814
954
    window->LastFrameJustFocused = g.FrameCount;
7815
7816
    // Select in dock node
7817
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7818
    //if (dock_node && dock_node->TabBar)
7819
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7820
7821
    // Bring to front
7822
954
    BringWindowToFocusFront(focus_front_window);
7823
954
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7824
954
        BringWindowToDisplayFront(display_front_window);
7825
954
}
7826
7827
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7828
0
{
7829
0
    ImGuiContext& g = *GImGui;
7830
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7831
0
    if (under_this_window != NULL)
7832
0
    {
7833
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7834
0
        int offset = -1;
7835
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7836
0
        {
7837
0
            under_this_window = under_this_window->ParentWindow;
7838
0
            offset = 0;
7839
0
        }
7840
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7841
0
    }
7842
0
    for (int i = start_idx; i >= 0; i--)
7843
0
    {
7844
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7845
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7846
0
        if (window == ignore_window || !window->WasActive)
7847
0
            continue;
7848
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7849
0
            continue;
7850
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7851
0
        {
7852
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7853
            // This is failing (lagging by one frame) for docked windows.
7854
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7855
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7856
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7857
0
            FocusWindow(window, flags);
7858
0
            return;
7859
0
        }
7860
0
    }
7861
0
    FocusWindow(NULL, flags);
7862
0
}
7863
7864
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7865
void ImGui::SetCurrentFont(ImFont* font)
7866
140k
{
7867
140k
    ImGuiContext& g = *GImGui;
7868
140k
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7869
140k
    IM_ASSERT(font->Scale > 0.0f);
7870
140k
    g.Font = font;
7871
140k
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7872
140k
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7873
7874
140k
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7875
140k
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7876
140k
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7877
140k
    g.DrawListSharedData.Font = g.Font;
7878
140k
    g.DrawListSharedData.FontSize = g.FontSize;
7879
140k
}
7880
7881
void ImGui::PushFont(ImFont* font)
7882
0
{
7883
0
    ImGuiContext& g = *GImGui;
7884
0
    if (!font)
7885
0
        font = GetDefaultFont();
7886
0
    SetCurrentFont(font);
7887
0
    g.FontStack.push_back(font);
7888
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7889
0
}
7890
7891
void  ImGui::PopFont()
7892
0
{
7893
0
    ImGuiContext& g = *GImGui;
7894
0
    g.CurrentWindow->DrawList->PopTextureID();
7895
0
    g.FontStack.pop_back();
7896
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7897
0
}
7898
7899
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7900
3.85k
{
7901
3.85k
    ImGuiContext& g = *GImGui;
7902
3.85k
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7903
3.85k
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7904
3.85k
    if (enabled)
7905
0
        item_flags |= option;
7906
3.85k
    else
7907
3.85k
        item_flags &= ~option;
7908
3.85k
    g.CurrentItemFlags = item_flags;
7909
3.85k
    g.ItemFlagsStack.push_back(item_flags);
7910
3.85k
}
7911
7912
void ImGui::PopItemFlag()
7913
3.85k
{
7914
3.85k
    ImGuiContext& g = *GImGui;
7915
3.85k
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7916
3.85k
    g.ItemFlagsStack.pop_back();
7917
3.85k
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7918
3.85k
}
7919
7920
// BeginDisabled()/EndDisabled()
7921
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7922
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7923
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7924
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7925
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7926
void ImGui::BeginDisabled(bool disabled)
7927
0
{
7928
0
    ImGuiContext& g = *GImGui;
7929
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7930
0
    if (!was_disabled && disabled)
7931
0
    {
7932
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7933
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7934
0
    }
7935
0
    if (was_disabled || disabled)
7936
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7937
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7938
0
    g.DisabledStackSize++;
7939
0
}
7940
7941
void ImGui::EndDisabled()
7942
0
{
7943
0
    ImGuiContext& g = *GImGui;
7944
0
    IM_ASSERT(g.DisabledStackSize > 0);
7945
0
    g.DisabledStackSize--;
7946
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7947
    //PopItemFlag();
7948
0
    g.ItemFlagsStack.pop_back();
7949
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7950
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7951
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7952
0
}
7953
7954
void ImGui::PushTabStop(bool tab_stop)
7955
3.85k
{
7956
3.85k
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7957
3.85k
}
7958
7959
void ImGui::PopTabStop()
7960
3.85k
{
7961
3.85k
    PopItemFlag();
7962
3.85k
}
7963
7964
void ImGui::PushButtonRepeat(bool repeat)
7965
0
{
7966
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7967
0
}
7968
7969
void ImGui::PopButtonRepeat()
7970
0
{
7971
0
    PopItemFlag();
7972
0
}
7973
7974
void ImGui::PushTextWrapPos(float wrap_pos_x)
7975
0
{
7976
0
    ImGuiWindow* window = GetCurrentWindow();
7977
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7978
0
    window->DC.TextWrapPos = wrap_pos_x;
7979
0
}
7980
7981
void ImGui::PopTextWrapPos()
7982
0
{
7983
0
    ImGuiWindow* window = GetCurrentWindow();
7984
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7985
0
    window->DC.TextWrapPosStack.pop_back();
7986
0
}
7987
7988
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7989
0
{
7990
0
    ImGuiWindow* last_window = NULL;
7991
0
    while (last_window != window)
7992
0
    {
7993
0
        last_window = window;
7994
0
        window = window->RootWindow;
7995
0
        if (popup_hierarchy)
7996
0
            window = window->RootWindowPopupTree;
7997
0
    if (dock_hierarchy)
7998
0
      window = window->RootWindowDockTree;
7999
0
  }
8000
0
    return window;
8001
0
}
8002
8003
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
8004
0
{
8005
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
8006
0
    if (window_root == potential_parent)
8007
0
        return true;
8008
0
    while (window != NULL)
8009
0
    {
8010
0
        if (window == potential_parent)
8011
0
            return true;
8012
0
        if (window == window_root) // end of chain
8013
0
            return false;
8014
0
        window = window->ParentWindow;
8015
0
    }
8016
0
    return false;
8017
0
}
8018
8019
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
8020
0
{
8021
0
    if (window->RootWindow == potential_parent)
8022
0
        return true;
8023
0
    while (window != NULL)
8024
0
    {
8025
0
        if (window == potential_parent)
8026
0
            return true;
8027
0
        window = window->ParentWindowInBeginStack;
8028
0
    }
8029
0
    return false;
8030
0
}
8031
8032
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
8033
0
{
8034
0
    ImGuiContext& g = *GImGui;
8035
8036
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
8037
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
8038
0
    if (display_layer_delta != 0)
8039
0
        return display_layer_delta > 0;
8040
8041
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
8042
0
    {
8043
0
        ImGuiWindow* candidate_window = g.Windows[i];
8044
0
        if (candidate_window == potential_above)
8045
0
            return true;
8046
0
        if (candidate_window == potential_below)
8047
0
            return false;
8048
0
    }
8049
0
    return false;
8050
0
}
8051
8052
// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
8053
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
8054
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
8055
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
8056
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
8057
4.21k
{
8058
4.21k
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
8059
8060
4.21k
    ImGuiContext& g = *GImGui;
8061
4.21k
    ImGuiWindow* ref_window = g.HoveredWindow;
8062
4.21k
    ImGuiWindow* cur_window = g.CurrentWindow;
8063
4.21k
    if (ref_window == NULL)
8064
4.18k
        return false;
8065
8066
37
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
8067
37
    {
8068
37
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
8069
37
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
8070
37
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
8071
37
        if (flags & ImGuiHoveredFlags_RootWindow)
8072
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8073
8074
37
        bool result;
8075
37
        if (flags & ImGuiHoveredFlags_ChildWindows)
8076
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8077
37
        else
8078
37
            result = (ref_window == cur_window);
8079
37
        if (!result)
8080
32
            return false;
8081
37
    }
8082
8083
5
    if (!IsWindowContentHoverable(ref_window, flags))
8084
0
        return false;
8085
5
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
8086
5
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
8087
0
            return false;
8088
8089
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
8090
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
8091
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
8092
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
8093
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
8094
5
    if (flags & ImGuiHoveredFlags_ForTooltip)
8095
0
        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
8096
5
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
8097
0
        return false;
8098
8099
5
    return true;
8100
5
}
8101
8102
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
8103
7.66k
{
8104
7.66k
    ImGuiContext& g = *GImGui;
8105
7.66k
    ImGuiWindow* ref_window = g.NavWindow;
8106
7.66k
    ImGuiWindow* cur_window = g.CurrentWindow;
8107
8108
7.66k
    if (ref_window == NULL)
8109
6.73k
        return false;
8110
932
    if (flags & ImGuiFocusedFlags_AnyWindow)
8111
0
        return true;
8112
8113
932
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
8114
932
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
8115
932
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
8116
932
    if (flags & ImGuiHoveredFlags_RootWindow)
8117
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8118
8119
932
    if (flags & ImGuiHoveredFlags_ChildWindows)
8120
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8121
932
    else
8122
932
        return (ref_window == cur_window);
8123
932
}
8124
8125
ImGuiID ImGui::GetWindowDockID()
8126
0
{
8127
0
    ImGuiContext& g = *GImGui;
8128
0
    return g.CurrentWindow->DockId;
8129
0
}
8130
8131
bool ImGui::IsWindowDocked()
8132
0
{
8133
0
    ImGuiContext& g = *GImGui;
8134
0
    return g.CurrentWindow->DockIsActive;
8135
0
}
8136
8137
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
8138
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
8139
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
8140
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
8141
0
{
8142
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
8143
0
}
8144
8145
float ImGui::GetWindowWidth()
8146
883
{
8147
883
    ImGuiWindow* window = GImGui->CurrentWindow;
8148
883
    return window->Size.x;
8149
883
}
8150
8151
float ImGui::GetWindowHeight()
8152
883
{
8153
883
    ImGuiWindow* window = GImGui->CurrentWindow;
8154
883
    return window->Size.y;
8155
883
}
8156
8157
ImVec2 ImGui::GetWindowPos()
8158
0
{
8159
0
    ImGuiContext& g = *GImGui;
8160
0
    ImGuiWindow* window = g.CurrentWindow;
8161
0
    return window->Pos;
8162
0
}
8163
8164
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8165
2
{
8166
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8167
2
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8168
0
        return;
8169
8170
2
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8171
2
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8172
2
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8173
8174
    // Set
8175
2
    const ImVec2 old_pos = window->Pos;
8176
2
    window->Pos = ImTrunc(pos);
8177
2
    ImVec2 offset = window->Pos - old_pos;
8178
2
    if (offset.x == 0.0f && offset.y == 0.0f)
8179
0
        return;
8180
2
    MarkIniSettingsDirty(window);
8181
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8182
2
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8183
2
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8184
2
    window->DC.IdealMaxPos += offset;
8185
2
    window->DC.CursorStartPos += offset;
8186
2
}
8187
8188
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8189
0
{
8190
0
    ImGuiWindow* window = GetCurrentWindowRead();
8191
0
    SetWindowPos(window, pos, cond);
8192
0
}
8193
8194
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8195
0
{
8196
0
    if (ImGuiWindow* window = FindWindowByName(name))
8197
0
        SetWindowPos(window, pos, cond);
8198
0
}
8199
8200
ImVec2 ImGui::GetWindowSize()
8201
0
{
8202
0
    ImGuiWindow* window = GetCurrentWindowRead();
8203
0
    return window->Size;
8204
0
}
8205
8206
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8207
144k
{
8208
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8209
144k
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8210
140k
        return;
8211
8212
3.85k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8213
3.85k
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8214
8215
    // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
8216
3.85k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8217
3
        window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8218
3.85k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8219
3
        window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8220
8221
    // Set
8222
3.85k
    ImVec2 old_size = window->SizeFull;
8223
3.85k
    if (size.x <= 0.0f)
8224
0
        window->AutoFitOnlyGrows = false;
8225
3.85k
    else
8226
3.85k
        window->SizeFull.x = IM_TRUNC(size.x);
8227
3.85k
    if (size.y <= 0.0f)
8228
0
        window->AutoFitOnlyGrows = false;
8229
3.85k
    else
8230
3.85k
        window->SizeFull.y = IM_TRUNC(size.y);
8231
3.85k
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8232
3.78k
        MarkIniSettingsDirty(window);
8233
3.85k
}
8234
8235
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8236
0
{
8237
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8238
0
}
8239
8240
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8241
0
{
8242
0
    if (ImGuiWindow* window = FindWindowByName(name))
8243
0
        SetWindowSize(window, size, cond);
8244
0
}
8245
8246
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8247
0
{
8248
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8249
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8250
0
        return;
8251
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8252
8253
    // Set
8254
0
    window->Collapsed = collapsed;
8255
0
}
8256
8257
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8258
0
{
8259
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8260
0
    window->HitTestHoleSize = ImVec2ih(size);
8261
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8262
0
}
8263
8264
void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8265
0
{
8266
0
    window->Hidden = window->SkipItems = true;
8267
0
    window->HiddenFramesCanSkipItems = 1;
8268
0
}
8269
8270
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8271
0
{
8272
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8273
0
}
8274
8275
bool ImGui::IsWindowCollapsed()
8276
0
{
8277
0
    ImGuiWindow* window = GetCurrentWindowRead();
8278
0
    return window->Collapsed;
8279
0
}
8280
8281
bool ImGui::IsWindowAppearing()
8282
0
{
8283
0
    ImGuiWindow* window = GetCurrentWindowRead();
8284
0
    return window->Appearing;
8285
0
}
8286
8287
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8288
0
{
8289
0
    if (ImGuiWindow* window = FindWindowByName(name))
8290
0
        SetWindowCollapsed(window, collapsed, cond);
8291
0
}
8292
8293
void ImGui::SetWindowFocus()
8294
883
{
8295
883
    FocusWindow(GImGui->CurrentWindow);
8296
883
}
8297
8298
void ImGui::SetWindowFocus(const char* name)
8299
0
{
8300
0
    if (name)
8301
0
    {
8302
0
        if (ImGuiWindow* window = FindWindowByName(name))
8303
0
            FocusWindow(window);
8304
0
    }
8305
0
    else
8306
0
    {
8307
0
        FocusWindow(NULL);
8308
0
    }
8309
0
}
8310
8311
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8312
0
{
8313
0
    ImGuiContext& g = *GImGui;
8314
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8315
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8316
0
    g.NextWindowData.PosVal = pos;
8317
0
    g.NextWindowData.PosPivotVal = pivot;
8318
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8319
0
    g.NextWindowData.PosUndock = true;
8320
0
}
8321
8322
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8323
144k
{
8324
144k
    ImGuiContext& g = *GImGui;
8325
144k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8326
144k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8327
144k
    g.NextWindowData.SizeVal = size;
8328
144k
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8329
144k
}
8330
8331
// For each axis:
8332
// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
8333
// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
8334
// - See "Demo->Examples->Constrained-resizing window" for examples.
8335
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8336
0
{
8337
0
    ImGuiContext& g = *GImGui;
8338
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8339
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8340
0
    g.NextWindowData.SizeCallback = custom_callback;
8341
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8342
0
}
8343
8344
// Content size = inner scrollable rectangle, padded with WindowPadding.
8345
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8346
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8347
0
{
8348
0
    ImGuiContext& g = *GImGui;
8349
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8350
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8351
0
}
8352
8353
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8354
0
{
8355
0
    ImGuiContext& g = *GImGui;
8356
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8357
0
    g.NextWindowData.ScrollVal = scroll;
8358
0
}
8359
8360
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8361
0
{
8362
0
    ImGuiContext& g = *GImGui;
8363
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8364
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8365
0
    g.NextWindowData.CollapsedVal = collapsed;
8366
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8367
0
}
8368
8369
void ImGui::SetNextWindowFocus()
8370
0
{
8371
0
    ImGuiContext& g = *GImGui;
8372
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8373
0
}
8374
8375
void ImGui::SetNextWindowBgAlpha(float alpha)
8376
0
{
8377
0
    ImGuiContext& g = *GImGui;
8378
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8379
0
    g.NextWindowData.BgAlphaVal = alpha;
8380
0
}
8381
8382
void ImGui::SetNextWindowViewport(ImGuiID id)
8383
0
{
8384
0
    ImGuiContext& g = *GImGui;
8385
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8386
0
    g.NextWindowData.ViewportId = id;
8387
0
}
8388
8389
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8390
0
{
8391
0
    ImGuiContext& g = *GImGui;
8392
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8393
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8394
0
    g.NextWindowData.DockId = id;
8395
0
}
8396
8397
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8398
0
{
8399
0
    ImGuiContext& g = *GImGui;
8400
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8401
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8402
0
    g.NextWindowData.WindowClass = *window_class;
8403
0
}
8404
8405
ImDrawList* ImGui::GetWindowDrawList()
8406
3.85k
{
8407
3.85k
    ImGuiWindow* window = GetCurrentWindow();
8408
3.85k
    return window->DrawList;
8409
3.85k
}
8410
8411
float ImGui::GetWindowDpiScale()
8412
0
{
8413
0
    ImGuiContext& g = *GImGui;
8414
0
    return g.CurrentDpiScale;
8415
0
}
8416
8417
ImGuiViewport* ImGui::GetWindowViewport()
8418
0
{
8419
0
    ImGuiContext& g = *GImGui;
8420
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8421
0
    return g.CurrentViewport;
8422
0
}
8423
8424
ImFont* ImGui::GetFont()
8425
32.2k
{
8426
32.2k
    return GImGui->Font;
8427
32.2k
}
8428
8429
float ImGui::GetFontSize()
8430
32.2k
{
8431
32.2k
    return GImGui->FontSize;
8432
32.2k
}
8433
8434
ImVec2 ImGui::GetFontTexUvWhitePixel()
8435
0
{
8436
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8437
0
}
8438
8439
void ImGui::SetWindowFontScale(float scale)
8440
0
{
8441
0
    IM_ASSERT(scale > 0.0f);
8442
0
    ImGuiContext& g = *GImGui;
8443
0
    ImGuiWindow* window = GetCurrentWindow();
8444
0
    window->FontWindowScale = scale;
8445
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8446
0
}
8447
8448
void ImGui::PushFocusScope(ImGuiID id)
8449
285k
{
8450
285k
    ImGuiContext& g = *GImGui;
8451
285k
    ImGuiFocusScopeData data;
8452
285k
    data.ID = id;
8453
285k
    data.WindowID = g.CurrentWindow->ID;
8454
285k
    g.FocusScopeStack.push_back(data);
8455
285k
    g.CurrentFocusScopeId = id;
8456
285k
}
8457
8458
void ImGui::PopFocusScope()
8459
285k
{
8460
285k
    ImGuiContext& g = *GImGui;
8461
285k
    if (g.FocusScopeStack.Size == 0)
8462
0
    {
8463
0
        IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!");
8464
0
        return;
8465
0
    }
8466
285k
    g.FocusScopeStack.pop_back();
8467
285k
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0;
8468
285k
}
8469
8470
void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
8471
1.69k
{
8472
1.69k
    ImGuiContext& g = *GImGui;
8473
1.69k
    g.NavFocusScopeId = focus_scope_id;
8474
1.69k
    g.NavFocusRoute.resize(0); // Invalidate
8475
1.69k
    if (focus_scope_id == 0)
8476
786
        return;
8477
908
    IM_ASSERT(g.NavWindow != NULL);
8478
8479
    // Store current path (in reverse order)
8480
908
    if (focus_scope_id == g.CurrentFocusScopeId)
8481
822
    {
8482
        // Top of focus stack contains local focus scopes inside current window
8483
1.64k
        for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--)
8484
822
            g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]);
8485
822
    }
8486
86
    else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId)
8487
84
        g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID });
8488
2
    else
8489
2
        return;
8490
8491
    // Then follow on manually set ParentWindowForFocusRoute field (#6798)
8492
1.64k
    for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute)
8493
737
        g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID });
8494
906
    IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
8495
906
}
8496
8497
// Focus = move navigation cursor, set scrolling, set focus window.
8498
void ImGui::FocusItem()
8499
0
{
8500
0
    ImGuiContext& g = *GImGui;
8501
0
    ImGuiWindow* window = g.CurrentWindow;
8502
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8503
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8504
0
    {
8505
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8506
0
        return;
8507
0
    }
8508
8509
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8510
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8511
0
    SetNavWindow(window);
8512
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8513
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8514
0
}
8515
8516
void ImGui::ActivateItemByID(ImGuiID id)
8517
0
{
8518
0
    ImGuiContext& g = *GImGui;
8519
0
    g.NavNextActivateId = id;
8520
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8521
0
}
8522
8523
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8524
// But ActivateItem() should function without altering scroll/focus?
8525
void ImGui::SetKeyboardFocusHere(int offset)
8526
0
{
8527
0
    ImGuiContext& g = *GImGui;
8528
0
    ImGuiWindow* window = g.CurrentWindow;
8529
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8530
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8531
8532
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8533
    // When we refactor this function into ActivateItem() we may want to make this an option.
8534
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8535
    // is also automatically dropped in the event g.ActiveId is stolen.
8536
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8537
0
    {
8538
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8539
0
        return;
8540
0
    }
8541
8542
0
    SetNavWindow(window);
8543
8544
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8545
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8546
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8547
0
    if (offset == -1)
8548
0
    {
8549
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8550
0
    }
8551
0
    else
8552
0
    {
8553
0
        g.NavTabbingDir = 1;
8554
0
        g.NavTabbingCounter = offset + 1;
8555
0
    }
8556
0
}
8557
8558
void ImGui::SetItemDefaultFocus()
8559
0
{
8560
0
    ImGuiContext& g = *GImGui;
8561
0
    ImGuiWindow* window = g.CurrentWindow;
8562
0
    if (!window->Appearing)
8563
0
        return;
8564
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8565
0
        return;
8566
8567
0
    g.NavInitRequest = false;
8568
0
    NavApplyItemToResult(&g.NavInitResult);
8569
0
    NavUpdateAnyRequestFlag();
8570
8571
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8572
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8573
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8574
0
}
8575
8576
void ImGui::SetStateStorage(ImGuiStorage* tree)
8577
0
{
8578
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8579
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8580
0
}
8581
8582
ImGuiStorage* ImGui::GetStateStorage()
8583
0
{
8584
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8585
0
    return window->DC.StateStorage;
8586
0
}
8587
8588
void ImGui::PushID(const char* str_id)
8589
3.85k
{
8590
3.85k
    ImGuiContext& g = *GImGui;
8591
3.85k
    ImGuiWindow* window = g.CurrentWindow;
8592
3.85k
    ImGuiID id = window->GetID(str_id);
8593
3.85k
    window->IDStack.push_back(id);
8594
3.85k
}
8595
8596
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8597
0
{
8598
0
    ImGuiContext& g = *GImGui;
8599
0
    ImGuiWindow* window = g.CurrentWindow;
8600
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8601
0
    window->IDStack.push_back(id);
8602
0
}
8603
8604
void ImGui::PushID(const void* ptr_id)
8605
0
{
8606
0
    ImGuiContext& g = *GImGui;
8607
0
    ImGuiWindow* window = g.CurrentWindow;
8608
0
    ImGuiID id = window->GetID(ptr_id);
8609
0
    window->IDStack.push_back(id);
8610
0
}
8611
8612
void ImGui::PushID(int int_id)
8613
0
{
8614
0
    ImGuiContext& g = *GImGui;
8615
0
    ImGuiWindow* window = g.CurrentWindow;
8616
0
    ImGuiID id = window->GetID(int_id);
8617
0
    window->IDStack.push_back(id);
8618
0
}
8619
8620
// Push a given id value ignoring the ID stack as a seed.
8621
void ImGui::PushOverrideID(ImGuiID id)
8622
0
{
8623
0
    ImGuiContext& g = *GImGui;
8624
0
    ImGuiWindow* window = g.CurrentWindow;
8625
0
    if (g.DebugHookIdInfo == id)
8626
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8627
0
    window->IDStack.push_back(id);
8628
0
}
8629
8630
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8631
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8632
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8633
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8634
0
{
8635
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8636
0
    ImGuiContext& g = *GImGui;
8637
0
    if (g.DebugHookIdInfo == id)
8638
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8639
0
    return id;
8640
0
}
8641
8642
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8643
0
{
8644
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8645
0
    ImGuiContext& g = *GImGui;
8646
0
    if (g.DebugHookIdInfo == id)
8647
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8648
0
    return id;
8649
0
}
8650
8651
void ImGui::PopID()
8652
3.85k
{
8653
3.85k
    ImGuiWindow* window = GImGui->CurrentWindow;
8654
3.85k
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8655
3.85k
    window->IDStack.pop_back();
8656
3.85k
}
8657
8658
ImGuiID ImGui::GetID(const char* str_id)
8659
0
{
8660
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8661
0
    return window->GetID(str_id);
8662
0
}
8663
8664
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8665
0
{
8666
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8667
0
    return window->GetID(str_id_begin, str_id_end);
8668
0
}
8669
8670
ImGuiID ImGui::GetID(const void* ptr_id)
8671
0
{
8672
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8673
0
    return window->GetID(ptr_id);
8674
0
}
8675
8676
bool ImGui::IsRectVisible(const ImVec2& size)
8677
0
{
8678
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8679
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8680
0
}
8681
8682
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8683
0
{
8684
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8685
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8686
0
}
8687
8688
8689
//-----------------------------------------------------------------------------
8690
// [SECTION] INPUTS
8691
//-----------------------------------------------------------------------------
8692
// - GetKeyData() [Internal]
8693
// - GetKeyIndex() [Internal]
8694
// - GetKeyName()
8695
// - GetKeyChordName() [Internal]
8696
// - CalcTypematicRepeatAmount() [Internal]
8697
// - GetTypematicRepeatRate() [Internal]
8698
// - GetKeyPressedAmount() [Internal]
8699
// - GetKeyMagnitude2d() [Internal]
8700
//-----------------------------------------------------------------------------
8701
// - UpdateKeyRoutingTable() [Internal]
8702
// - GetRoutingIdFromOwnerId() [Internal]
8703
// - GetShortcutRoutingData() [Internal]
8704
// - CalcRoutingScore() [Internal]
8705
// - SetShortcutRouting() [Internal]
8706
// - TestShortcutRouting() [Internal]
8707
//-----------------------------------------------------------------------------
8708
// - IsKeyDown()
8709
// - IsKeyPressed()
8710
// - IsKeyReleased()
8711
//-----------------------------------------------------------------------------
8712
// - IsMouseDown()
8713
// - IsMouseClicked()
8714
// - IsMouseReleased()
8715
// - IsMouseDoubleClicked()
8716
// - GetMouseClickedCount()
8717
// - IsMouseHoveringRect() [Internal]
8718
// - IsMouseDragPastThreshold() [Internal]
8719
// - IsMouseDragging()
8720
// - GetMousePos()
8721
// - SetMousePos() [Internal]
8722
// - GetMousePosOnOpeningCurrentPopup()
8723
// - IsMousePosValid()
8724
// - IsAnyMouseDown()
8725
// - GetMouseDragDelta()
8726
// - ResetMouseDragDelta()
8727
// - GetMouseCursor()
8728
// - SetMouseCursor()
8729
//-----------------------------------------------------------------------------
8730
// - UpdateAliasKey()
8731
// - GetMergedModsFromKeys()
8732
// - UpdateKeyboardInputs()
8733
// - UpdateMouseInputs()
8734
//-----------------------------------------------------------------------------
8735
// - LockWheelingWindow [Internal]
8736
// - FindBestWheelingWindow [Internal]
8737
// - UpdateMouseWheel() [Internal]
8738
//-----------------------------------------------------------------------------
8739
// - SetNextFrameWantCaptureKeyboard()
8740
// - SetNextFrameWantCaptureMouse()
8741
//-----------------------------------------------------------------------------
8742
// - GetInputSourceName() [Internal]
8743
// - DebugPrintInputEvent() [Internal]
8744
// - UpdateInputEvents() [Internal]
8745
//-----------------------------------------------------------------------------
8746
// - GetKeyOwner() [Internal]
8747
// - TestKeyOwner() [Internal]
8748
// - SetKeyOwner() [Internal]
8749
// - SetItemKeyOwner() [Internal]
8750
// - Shortcut() [Internal]
8751
//-----------------------------------------------------------------------------
8752
8753
ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord)
8754
562k
{
8755
    // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
8756
562k
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8757
562k
    if (IsModKey(key))
8758
0
    {
8759
0
        if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl)
8760
0
            key_chord |= ImGuiMod_Ctrl;
8761
0
        if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift)
8762
0
            key_chord |= ImGuiMod_Shift;
8763
0
        if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt)
8764
0
            key_chord |= ImGuiMod_Alt;
8765
0
        if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
8766
0
            key_chord |= ImGuiMod_Super;
8767
0
    }
8768
562k
    if (key_chord & ImGuiMod_Shortcut)
8769
0
        return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl);
8770
562k
    return key_chord;
8771
562k
}
8772
8773
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8774
3.56M
{
8775
3.56M
    ImGuiContext& g = *ctx;
8776
8777
    // Special storage location for mods
8778
3.56M
    if (key & ImGuiMod_Mask_)
8779
1.12M
        key = ConvertSingleModFlagToKey(ctx, key);
8780
8781
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8782
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8783
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8784
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8785
#else
8786
3.56M
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8787
3.56M
#endif
8788
3.56M
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8789
3.56M
}
8790
8791
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8792
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8793
{
8794
    ImGuiContext& g = *GImGui;
8795
    IM_ASSERT(IsNamedKey(key));
8796
    const ImGuiKeyData* key_data = GetKeyData(key);
8797
    return (ImGuiKey)(key_data - g.IO.KeysData);
8798
}
8799
#endif
8800
8801
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8802
static const char* const GKeyNames[] =
8803
{
8804
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8805
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8806
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8807
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8808
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8809
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8810
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8811
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8812
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8813
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8814
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8815
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8816
    "AppBack", "AppForward",
8817
    "GamepadStart", "GamepadBack",
8818
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8819
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8820
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8821
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8822
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8823
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8824
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8825
};
8826
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8827
8828
const char* ImGui::GetKeyName(ImGuiKey key)
8829
0
{
8830
0
    ImGuiContext& g = *GImGui;
8831
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8832
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8833
#else
8834
    if (IsLegacyKey(key))
8835
    {
8836
        if (g.IO.KeyMap[key] == -1)
8837
            return "N/A";
8838
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8839
        key = (ImGuiKey)g.IO.KeyMap[key];
8840
    }
8841
#endif
8842
0
    if (key == ImGuiKey_None)
8843
0
        return "None";
8844
0
    if (key & ImGuiMod_Mask_)
8845
0
        key = ConvertSingleModFlagToKey(&g, key);
8846
0
    if (!IsNamedKey(key))
8847
0
        return "Unknown";
8848
8849
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8850
0
}
8851
8852
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8853
const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
8854
0
{
8855
0
    ImGuiContext& g = *GImGui;
8856
0
    key_chord = FixupKeyChord(&g, key_chord);
8857
0
    ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s",
8858
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8859
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8860
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8861
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8862
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8863
0
    return g.TempKeychordName;
8864
0
}
8865
8866
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8867
// t1 = current time (e.g.: g.Time)
8868
// An event is triggered at:
8869
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8870
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8871
0
{
8872
0
    if (t1 == 0.0f)
8873
0
        return 1;
8874
0
    if (t0 >= t1)
8875
0
        return 0;
8876
0
    if (repeat_rate <= 0.0f)
8877
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8878
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8879
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8880
0
    const int count = count_t1 - count_t0;
8881
0
    return count;
8882
0
}
8883
8884
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8885
177
{
8886
177
    ImGuiContext& g = *GImGui;
8887
177
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8888
177
    {
8889
64
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8890
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8891
113
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8892
177
    }
8893
177
}
8894
8895
// Return value representing the number of presses in the last time period, for the given repeat rate
8896
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8897
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8898
0
{
8899
0
    ImGuiContext& g = *GImGui;
8900
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8901
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8902
0
        return 0;
8903
0
    const float t = key_data->DownDuration;
8904
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8905
0
}
8906
8907
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8908
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8909
0
{
8910
0
    return ImVec2(
8911
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8912
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8913
0
}
8914
8915
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8916
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8917
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8918
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8919
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8920
140k
{
8921
140k
    ImGuiContext& g = *GImGui;
8922
140k
    rt->EntriesNext.resize(0);
8923
21.7M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8924
21.6M
    {
8925
21.6M
        const int new_routing_start_idx = rt->EntriesNext.Size;
8926
21.6M
        ImGuiKeyRoutingData* routing_entry;
8927
21.6M
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8928
0
        {
8929
0
            routing_entry = &rt->Entries[old_routing_idx];
8930
0
            routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
8931
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8932
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8933
0
            routing_entry->RoutingNextScore = 255;
8934
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8935
0
                continue;
8936
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8937
8938
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8939
            // This is the result of previous frame's SetShortcutRouting() call.
8940
0
            if (routing_entry->Mods == g.IO.KeyMods)
8941
0
            {
8942
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8943
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8944
0
                {
8945
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8946
                    //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr);
8947
0
                }
8948
0
            }
8949
0
        }
8950
8951
        // Rewrite linked-list
8952
21.6M
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8953
21.6M
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8954
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8955
21.6M
    }
8956
140k
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8957
140k
}
8958
8959
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8960
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8961
0
{
8962
0
    ImGuiContext& g = *GImGui;
8963
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8964
0
}
8965
8966
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8967
0
{
8968
    // Majority of shortcuts will be Key + any number of Mods
8969
    // We accept _Single_ mod with ImGuiKey_None.
8970
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8971
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8972
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8973
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8974
0
    ImGuiContext& g = *GImGui;
8975
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8976
0
    ImGuiKeyRoutingData* routing_data;
8977
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8978
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8979
0
    if (key == ImGuiKey_None)
8980
0
        key = ConvertSingleModFlagToKey(&g, mods);
8981
0
    IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function.
8982
8983
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8984
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8985
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8986
0
    {
8987
0
        routing_data = &rt->Entries[idx];
8988
0
        if (routing_data->Mods == mods)
8989
0
            return routing_data;
8990
0
    }
8991
8992
    // Add to linked-list
8993
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8994
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8995
0
    routing_data = &rt->Entries[routing_data_idx];
8996
0
    routing_data->Mods = (ImU16)mods;
8997
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8998
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8999
0
    return routing_data;
9000
0
}
9001
9002
// Current score encoding (lower is highest priority):
9003
//  -   0: ImGuiInputFlags_RouteGlobalHigh
9004
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
9005
//  -   2: ImGuiInputFlags_RouteGlobal
9006
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
9007
//  - 254: ImGuiInputFlags_RouteGlobalLow
9008
//  - 255: never route
9009
// 'flags' should include an explicit routing policy
9010
static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
9011
0
{
9012
0
    if (flags & ImGuiInputFlags_RouteFocused)
9013
0
    {
9014
0
        ImGuiContext& g = *GImGui;
9015
9016
        // ActiveID gets top priority
9017
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
9018
0
        if (owner_id != 0 && g.ActiveId == owner_id)
9019
0
            return 1;
9020
9021
        // Score based on distance to focused window (lower is better)
9022
        // Assuming both windows are submitting a routing request,
9023
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
9024
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
9025
        // Assuming only WindowA is submitting a routing request,
9026
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
9027
        // This essentially follow the window->ParentWindowForFocusRoute chain.
9028
0
        if (focus_scope_id == 0)
9029
0
            return 255;
9030
0
        for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
9031
0
            if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
9032
0
                return 3 + index_in_focus_path;
9033
9034
0
        return 255;
9035
0
    }
9036
9037
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
9038
0
    if (flags & ImGuiInputFlags_RouteGlobal)
9039
0
        return 2;
9040
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
9041
0
        return 254;
9042
0
    return 0;
9043
0
}
9044
9045
// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
9046
// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
9047
static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
9048
0
{
9049
    // Mimic 'ignore_char_inputs' logic in InputText()
9050
0
    ImGuiContext& g = *GImGui;
9051
9052
    // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
9053
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9054
0
    const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super));
9055
0
    if (ignore_char_inputs)
9056
0
        return false;
9057
9058
    // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
9059
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9060
0
    return g.KeysMayBeCharInput.TestBit(key);
9061
0
}
9062
9063
// Request a desired route for an input chord (key + mods).
9064
// Return true if the route is available this frame.
9065
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
9066
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
9067
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
9068
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9069
281k
{
9070
281k
    ImGuiContext& g = *GImGui;
9071
281k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9072
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
9073
281k
    else
9074
281k
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
9075
281k
    IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
9076
9077
    // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
9078
281k
    key_chord = FixupKeyChord(&g, key_chord);
9079
9080
    // [DEBUG] Debug break requested by user
9081
281k
    if (g.DebugBreakInShortcutRouting == key_chord)
9082
0
        IM_DEBUG_BREAK();
9083
9084
281k
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
9085
0
        if (g.NavWindow == NULL)
9086
0
            return false;
9087
9088
    // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this?
9089
281k
    if (flags & ImGuiInputFlags_RouteAlways)
9090
281k
    {
9091
281k
        IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags);
9092
281k
        return true;
9093
281k
    }
9094
9095
    // Specific culling when there's an active.
9096
0
    if (g.ActiveId != 0 && g.ActiveId != owner_id)
9097
0
    {
9098
        // Cull shortcuts with no modifiers when it could generate a character.
9099
        // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active.
9100
        // but  Shortcut(Ctrl+G) should generally trigger when InputText() is active.
9101
        // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active.
9102
        // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined)
9103
0
        if ((flags & ImGuiInputFlags_RouteFocused) && g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord))
9104
0
        {
9105
0
            IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags);
9106
0
            return false;
9107
0
        }
9108
9109
        // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
9110
0
        if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys)
9111
0
        {
9112
0
            ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9113
0
            if (key == ImGuiKey_None)
9114
0
                key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_));
9115
0
            if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9116
0
                return false;
9117
0
        }
9118
0
    }
9119
9120
    // FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible.
9121
0
    const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags);
9122
0
    IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score);
9123
0
    if (score == 255)
9124
0
        return false;
9125
9126
    // Submit routing for NEXT frame (assuming score is sufficient)
9127
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
9128
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
9129
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
9130
0
    if (score < routing_data->RoutingNextScore)
9131
0
    {
9132
0
        routing_data->RoutingNext = owner_id;
9133
0
        routing_data->RoutingNextScore = (ImU8)score;
9134
0
    }
9135
9136
    // Return routing state for CURRENT frame
9137
0
    if (routing_data->RoutingCurr == owner_id)
9138
0
        IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n");
9139
0
    return routing_data->RoutingCurr == owner_id;
9140
0
}
9141
9142
// Currently unused by core (but used by tests)
9143
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
9144
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
9145
0
{
9146
0
    ImGuiContext& g = *GImGui;
9147
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
9148
0
    key_chord = FixupKeyChord(&g, key_chord);
9149
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
9150
0
    return routing_data->RoutingCurr == routing_id;
9151
0
}
9152
9153
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
9154
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
9155
bool ImGui::IsKeyDown(ImGuiKey key)
9156
2.11M
{
9157
2.11M
    return IsKeyDown(key, ImGuiKeyOwner_Any);
9158
2.11M
}
9159
9160
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
9161
2.11M
{
9162
2.11M
    const ImGuiKeyData* key_data = GetKeyData(key);
9163
2.11M
    if (!key_data->Down)
9164
2.08M
        return false;
9165
36.8k
    if (!TestKeyOwner(key, owner_id))
9166
0
        return false;
9167
36.8k
    return true;
9168
36.8k
}
9169
9170
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
9171
4.91k
{
9172
4.91k
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9173
4.91k
}
9174
9175
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
9176
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9177
430k
{
9178
430k
    const ImGuiKeyData* key_data = GetKeyData(key);
9179
430k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9180
414k
        return false;
9181
15.6k
    const float t = key_data->DownDuration;
9182
15.6k
    if (t < 0.0f)
9183
0
        return false;
9184
15.6k
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9185
15.6k
    if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
9186
81
        flags |= ImGuiInputFlags_Repeat;
9187
9188
15.6k
    bool pressed = (t == 0.0f);
9189
15.6k
    if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0)
9190
177
    {
9191
177
        float repeat_delay, repeat_rate;
9192
177
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
9193
177
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
9194
177
        if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
9195
0
        {
9196
            // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
9197
            // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
9198
0
            ImGuiContext& g = *GImGui;
9199
0
            double key_pressed_time = g.Time - t + 0.00001f;
9200
0
            if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
9201
0
                pressed = false;
9202
0
            if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
9203
0
                pressed = false;
9204
0
            if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
9205
0
                pressed = false;
9206
0
        }
9207
177
    }
9208
15.6k
    if (!pressed)
9209
12.2k
        return false;
9210
3.39k
    if (!TestKeyOwner(key, owner_id))
9211
0
        return false;
9212
3.39k
    return true;
9213
3.39k
}
9214
9215
bool ImGui::IsKeyReleased(ImGuiKey key)
9216
6.86k
{
9217
6.86k
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
9218
6.86k
}
9219
9220
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
9221
6.86k
{
9222
6.86k
    const ImGuiKeyData* key_data = GetKeyData(key);
9223
6.86k
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
9224
6.70k
        return false;
9225
163
    if (!TestKeyOwner(key, owner_id))
9226
0
        return false;
9227
163
    return true;
9228
163
}
9229
9230
bool ImGui::IsMouseDown(ImGuiMouseButton button)
9231
0
{
9232
0
    ImGuiContext& g = *GImGui;
9233
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9234
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
9235
0
}
9236
9237
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
9238
0
{
9239
0
    ImGuiContext& g = *GImGui;
9240
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9241
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
9242
0
}
9243
9244
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
9245
5
{
9246
5
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9247
5
}
9248
9249
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
9250
17
{
9251
17
    ImGuiContext& g = *GImGui;
9252
17
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9253
17
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9254
17
        return false;
9255
0
    const float t = g.IO.MouseDownDuration[button];
9256
0
    if (t < 0.0f)
9257
0
        return false;
9258
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here.
9259
9260
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
9261
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
9262
0
    if (!pressed)
9263
0
        return false;
9264
9265
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
9266
0
        return false;
9267
9268
0
    return true;
9269
0
}
9270
9271
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
9272
0
{
9273
0
    ImGuiContext& g = *GImGui;
9274
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9275
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
9276
0
}
9277
9278
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
9279
12
{
9280
12
    ImGuiContext& g = *GImGui;
9281
12
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9282
12
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
9283
12
}
9284
9285
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
9286
5
{
9287
5
    ImGuiContext& g = *GImGui;
9288
5
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9289
5
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
9290
5
}
9291
9292
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
9293
0
{
9294
0
    ImGuiContext& g = *GImGui;
9295
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9296
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
9297
0
}
9298
9299
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9300
0
{
9301
0
    ImGuiContext& g = *GImGui;
9302
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9303
0
    return g.IO.MouseClickedCount[button];
9304
0
}
9305
9306
// Test if mouse cursor is hovering given rectangle
9307
// NB- Rectangle is clipped by our current clip setting
9308
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9309
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9310
576k
{
9311
576k
    ImGuiContext& g = *GImGui;
9312
9313
    // Clip
9314
576k
    ImRect rect_clipped(r_min, r_max);
9315
576k
    if (clip)
9316
291k
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9317
9318
    // Hit testing, expanded for touch input
9319
576k
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9320
568k
        return false;
9321
8.14k
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9322
0
        return false;
9323
8.14k
    return true;
9324
8.14k
}
9325
9326
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9327
// [Internal] This doesn't test if the button is pressed
9328
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9329
3
{
9330
3
    ImGuiContext& g = *GImGui;
9331
3
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9332
3
    if (lock_threshold < 0.0f)
9333
3
        lock_threshold = g.IO.MouseDragThreshold;
9334
3
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9335
3
}
9336
9337
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9338
10
{
9339
10
    ImGuiContext& g = *GImGui;
9340
10
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9341
10
    if (!g.IO.MouseDown[button])
9342
7
        return false;
9343
3
    return IsMouseDragPastThreshold(button, lock_threshold);
9344
10
}
9345
9346
ImVec2 ImGui::GetMousePos()
9347
1.48k
{
9348
1.48k
    ImGuiContext& g = *GImGui;
9349
1.48k
    return g.IO.MousePos;
9350
1.48k
}
9351
9352
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9353
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9354
void ImGui::TeleportMousePos(const ImVec2& pos)
9355
0
{
9356
0
    ImGuiContext& g = *GImGui;
9357
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9358
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9359
0
    g.IO.WantSetMousePos = true;
9360
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9361
0
}
9362
9363
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9364
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9365
0
{
9366
0
    ImGuiContext& g = *GImGui;
9367
0
    if (g.BeginPopupStack.Size > 0)
9368
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9369
0
    return g.IO.MousePos;
9370
0
}
9371
9372
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9373
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9374
356k
{
9375
    // The assert is only to silence a false-positive in XCode Static Analysis.
9376
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9377
356k
    IM_ASSERT(GImGui != NULL);
9378
356k
    const float MOUSE_INVALID = -256000.0f;
9379
356k
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9380
356k
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9381
356k
}
9382
9383
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9384
bool ImGui::IsAnyMouseDown()
9385
0
{
9386
0
    ImGuiContext& g = *GImGui;
9387
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9388
0
        if (g.IO.MouseDown[n])
9389
0
            return true;
9390
0
    return false;
9391
0
}
9392
9393
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9394
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9395
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9396
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9397
0
{
9398
0
    ImGuiContext& g = *GImGui;
9399
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9400
0
    if (lock_threshold < 0.0f)
9401
0
        lock_threshold = g.IO.MouseDragThreshold;
9402
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9403
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9404
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9405
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9406
0
    return ImVec2(0.0f, 0.0f);
9407
0
}
9408
9409
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9410
0
{
9411
0
    ImGuiContext& g = *GImGui;
9412
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9413
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9414
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9415
0
}
9416
9417
// Get desired mouse cursor shape.
9418
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9419
// updated during the frame, and locked in EndFrame()/Render().
9420
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9421
ImGuiMouseCursor ImGui::GetMouseCursor()
9422
0
{
9423
0
    ImGuiContext& g = *GImGui;
9424
0
    return g.MouseCursor;
9425
0
}
9426
9427
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9428
0
{
9429
0
    ImGuiContext& g = *GImGui;
9430
0
    g.MouseCursor = cursor_type;
9431
0
}
9432
9433
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9434
984k
{
9435
984k
    IM_ASSERT(ImGui::IsAliasKey(key));
9436
984k
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9437
984k
    key_data->Down = v;
9438
984k
    key_data->AnalogValue = analog_value;
9439
984k
}
9440
9441
// [Internal] Do not use directly
9442
static ImGuiKeyChord GetMergedModsFromKeys()
9443
281k
{
9444
281k
    ImGuiKeyChord mods = 0;
9445
281k
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9446
281k
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9447
281k
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9448
281k
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9449
281k
    return mods;
9450
281k
}
9451
9452
static void ImGui::UpdateKeyboardInputs()
9453
140k
{
9454
140k
    ImGuiContext& g = *GImGui;
9455
140k
    ImGuiIO& io = g.IO;
9456
9457
    // Import legacy keys or verify they are not used
9458
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9459
    if (io.BackendUsingLegacyKeyArrays == 0)
9460
    {
9461
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9462
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9463
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9464
    }
9465
    else
9466
    {
9467
        if (g.FrameCount == 0)
9468
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9469
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9470
9471
        // Build reverse KeyMap (Named -> Legacy)
9472
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9473
            if (io.KeyMap[n] != -1)
9474
            {
9475
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9476
                io.KeyMap[io.KeyMap[n]] = n;
9477
            }
9478
9479
        // Import legacy keys into new ones
9480
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9481
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9482
            {
9483
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9484
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9485
                io.KeysData[key].Down = io.KeysDown[n];
9486
                if (key != n)
9487
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9488
                io.BackendUsingLegacyKeyArrays = 1;
9489
            }
9490
        if (io.BackendUsingLegacyKeyArrays == 1)
9491
        {
9492
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9493
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9494
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9495
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9496
        }
9497
    }
9498
#endif
9499
9500
    // Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
9501
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9502
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9503
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9504
    {
9505
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9506
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9507
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9508
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9509
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9510
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9511
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9512
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9513
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9514
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9515
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9516
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9517
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9518
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9519
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9520
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9521
        #undef NAV_MAP_KEY
9522
    }
9523
#endif
9524
9525
    // Update aliases
9526
843k
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9527
703k
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9528
140k
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9529
140k
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9530
9531
    // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
9532
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9533
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9534
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9535
140k
    const ImGuiKeyChord prev_key_mods = io.KeyMods;
9536
140k
    io.KeyMods = GetMergedModsFromKeys();
9537
140k
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9538
140k
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9539
140k
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9540
140k
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9541
140k
    if (prev_key_mods != io.KeyMods)
9542
0
        g.LastKeyModsChangeTime = g.Time;
9543
140k
    if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
9544
0
        g.LastKeyModsChangeFromNoneTime = g.Time;
9545
9546
    // Clear gamepad data if disabled
9547
140k
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9548
3.51M
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9549
3.37M
        {
9550
3.37M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9551
3.37M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9552
3.37M
        }
9553
9554
    // Update keys
9555
21.7M
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9556
21.6M
    {
9557
21.6M
        ImGuiKeyData* key_data = &io.KeysData[i];
9558
21.6M
        key_data->DownDurationPrev = key_data->DownDuration;
9559
21.6M
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9560
21.6M
        if (key_data->DownDuration == 0.0f)
9561
18.9k
        {
9562
18.9k
            ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i);
9563
18.9k
            if (IsKeyboardKey(key))
9564
8.16k
                g.LastKeyboardKeyPressTime = g.Time;
9565
10.8k
            else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
9566
0
                g.LastKeyboardKeyPressTime = g.Time;
9567
18.9k
        }
9568
21.6M
    }
9569
9570
    // Update keys/input owner (named keys only): one entry per key
9571
21.7M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9572
21.6M
    {
9573
21.6M
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9574
21.6M
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9575
21.6M
        owner_data->OwnerCurr = owner_data->OwnerNext;
9576
21.6M
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9577
21.5M
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9578
21.6M
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9579
21.6M
    }
9580
9581
    // Update key routing (for e.g. shortcuts)
9582
140k
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9583
140k
}
9584
9585
static void ImGui::UpdateMouseInputs()
9586
140k
{
9587
140k
    ImGuiContext& g = *GImGui;
9588
140k
    ImGuiIO& io = g.IO;
9589
9590
    // Mouse Wheel swapping flag
9591
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9592
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9593
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9594
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9595
140k
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9596
9597
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9598
140k
    if (IsMousePosValid(&io.MousePos))
9599
33.4k
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9600
9601
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9602
140k
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9603
31.2k
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9604
109k
    else
9605
109k
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9606
9607
    // Update stationary timer.
9608
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9609
140k
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9610
140k
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9611
140k
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9612
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9613
9614
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9615
140k
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9616
5.79k
        g.NavDisableMouseHover = false;
9617
9618
843k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9619
703k
    {
9620
703k
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9621
703k
        io.MouseClickedCount[i] = 0; // Will be filled below
9622
703k
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9623
703k
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9624
703k
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9625
703k
        if (io.MouseClicked[i])
9626
9.06k
        {
9627
9.06k
            bool is_repeated_click = false;
9628
9.06k
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9629
6.96k
            {
9630
6.96k
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9631
6.96k
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9632
6.52k
                    is_repeated_click = true;
9633
6.96k
            }
9634
9.06k
            if (is_repeated_click)
9635
6.52k
                io.MouseClickedLastCount[i]++;
9636
2.53k
            else
9637
2.53k
                io.MouseClickedLastCount[i] = 1;
9638
9.06k
            io.MouseClickedTime[i] = g.Time;
9639
9.06k
            io.MouseClickedPos[i] = io.MousePos;
9640
9.06k
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9641
9.06k
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9642
9.06k
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9643
9.06k
        }
9644
694k
        else if (io.MouseDown[i])
9645
30.8k
        {
9646
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9647
30.8k
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9648
30.8k
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9649
30.8k
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9650
30.8k
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9651
30.8k
        }
9652
9653
        // We provide io.MouseDoubleClicked[] as a legacy service
9654
703k
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9655
9656
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9657
703k
        if (io.MouseClicked[i])
9658
9.06k
            g.NavDisableMouseHover = false;
9659
703k
    }
9660
140k
}
9661
9662
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9663
0
{
9664
0
    ImGuiContext& g = *GImGui;
9665
0
    if (window)
9666
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9667
0
    else
9668
0
        g.WheelingWindowReleaseTimer = 0.0f;
9669
0
    if (g.WheelingWindow == window)
9670
0
        return;
9671
0
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9672
0
    g.WheelingWindow = window;
9673
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9674
0
    if (window == NULL)
9675
0
    {
9676
0
        g.WheelingWindowStartFrame = -1;
9677
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9678
0
    }
9679
0
}
9680
9681
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9682
0
{
9683
    // For each axis, find window in the hierarchy that may want to use scrolling
9684
0
    ImGuiContext& g = *GImGui;
9685
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9686
0
    for (int axis = 0; axis < 2; axis++)
9687
0
        if (wheel[axis] != 0.0f)
9688
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9689
0
            {
9690
                // Bubble up into parent window if:
9691
                // - a child window doesn't allow any scrolling.
9692
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9693
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9694
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9695
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9696
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9697
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9698
0
                    break; // select this window
9699
0
            }
9700
0
    if (windows[0] == NULL && windows[1] == NULL)
9701
0
        return NULL;
9702
9703
    // If there's only one window or only one axis then there's no ambiguity
9704
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9705
0
        return windows[1] ? windows[1] : windows[0];
9706
9707
    // If candidate are different windows we need to decide which one to prioritize
9708
    // - First frame: only find a winner if one axis is zero.
9709
    // - Subsequent frames: only find a winner when one is more than the other.
9710
0
    if (g.WheelingWindowStartFrame == -1)
9711
0
        g.WheelingWindowStartFrame = g.FrameCount;
9712
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9713
0
    {
9714
0
        g.WheelingWindowWheelRemainder = wheel;
9715
0
        return NULL;
9716
0
    }
9717
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9718
0
}
9719
9720
// Called by NewFrame()
9721
void ImGui::UpdateMouseWheel()
9722
140k
{
9723
    // Reset the locked window if we move the mouse or after the timer elapses.
9724
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9725
140k
    ImGuiContext& g = *GImGui;
9726
140k
    if (g.WheelingWindow != NULL)
9727
0
    {
9728
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9729
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9730
0
            g.WheelingWindowReleaseTimer = 0.0f;
9731
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9732
0
            LockWheelingWindow(NULL, 0.0f);
9733
0
    }
9734
9735
140k
    ImVec2 wheel;
9736
140k
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9737
140k
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9738
9739
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9740
140k
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9741
140k
    if (!mouse_window || mouse_window->Collapsed)
9742
140k
        return;
9743
9744
    // Zoom / Scale window
9745
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9746
37
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9747
0
    {
9748
0
        LockWheelingWindow(mouse_window, wheel.y);
9749
0
        ImGuiWindow* window = mouse_window;
9750
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9751
0
        const float scale = new_font_scale / window->FontWindowScale;
9752
0
        window->FontWindowScale = new_font_scale;
9753
0
        if (window == window->RootWindow)
9754
0
        {
9755
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9756
0
            SetWindowPos(window, window->Pos + offset, 0);
9757
0
            window->Size = ImTrunc(window->Size * scale);
9758
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9759
0
        }
9760
0
        return;
9761
0
    }
9762
37
    if (g.IO.KeyCtrl)
9763
0
        return;
9764
9765
    // Mouse wheel scrolling
9766
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9767
37
    if (g.IO.MouseWheelRequestAxisSwap)
9768
0
        wheel = ImVec2(wheel.y, 0.0f);
9769
9770
    // Maintain a rough average of moving magnitude on both axises
9771
    // FIXME: should by based on wall clock time rather than frame-counter
9772
37
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9773
37
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9774
9775
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9776
37
    wheel += g.WheelingWindowWheelRemainder;
9777
37
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9778
37
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9779
37
        return;
9780
9781
    // Mouse wheel scrolling: find target and apply
9782
    // - don't renew lock if axis doesn't apply on the window.
9783
    // - select a main axis when both axises are being moved.
9784
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9785
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9786
0
        {
9787
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9788
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9789
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9790
0
            if (do_scroll[ImGuiAxis_X])
9791
0
            {
9792
0
                LockWheelingWindow(window, wheel.x);
9793
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9794
0
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9795
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9796
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9797
0
            }
9798
0
            if (do_scroll[ImGuiAxis_Y])
9799
0
            {
9800
0
                LockWheelingWindow(window, wheel.y);
9801
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9802
0
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9803
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9804
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9805
0
            }
9806
0
        }
9807
0
}
9808
9809
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9810
0
{
9811
0
    ImGuiContext& g = *GImGui;
9812
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9813
0
}
9814
9815
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9816
0
{
9817
0
    ImGuiContext& g = *GImGui;
9818
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9819
0
}
9820
9821
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9822
static const char* GetInputSourceName(ImGuiInputSource source)
9823
0
{
9824
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9825
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9826
0
    return input_source_names[source];
9827
0
}
9828
static const char* GetMouseSourceName(ImGuiMouseSource source)
9829
0
{
9830
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9831
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9832
0
    return mouse_source_names[source];
9833
0
}
9834
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9835
0
{
9836
0
    ImGuiContext& g = *GImGui;
9837
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9838
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9839
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9840
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9841
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9842
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9843
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9844
0
}
9845
#endif
9846
9847
// Process input queue
9848
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9849
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9850
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9851
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9852
140k
{
9853
140k
    ImGuiContext& g = *GImGui;
9854
140k
    ImGuiIO& io = g.IO;
9855
9856
    // Only trickle chars<>key when working with InputText()
9857
    // FIXME: InputText() could parse event trail?
9858
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9859
140k
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9860
9861
140k
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9862
140k
    int  mouse_button_changed = 0x00;
9863
140k
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9864
9865
140k
    int event_n = 0;
9866
193k
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9867
67.4k
    {
9868
67.4k
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9869
67.4k
        if (e->Type == ImGuiInputEventType_MousePos)
9870
13.0k
        {
9871
13.0k
            if (g.IO.WantSetMousePos)
9872
0
                continue;
9873
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9874
13.0k
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9875
13.0k
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9876
1.94k
                break;
9877
11.1k
            io.MousePos = event_pos;
9878
11.1k
            io.MouseSource = e->MousePos.MouseSource;
9879
11.1k
            mouse_moved = true;
9880
11.1k
        }
9881
54.3k
        else if (e->Type == ImGuiInputEventType_MouseButton)
9882
21.5k
        {
9883
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9884
21.5k
            const ImGuiMouseButton button = e->MouseButton.Button;
9885
21.5k
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9886
21.5k
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9887
6.67k
                break;
9888
14.8k
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9889
0
                break;
9890
14.8k
            io.MouseDown[button] = e->MouseButton.Down;
9891
14.8k
            io.MouseSource = e->MouseButton.MouseSource;
9892
14.8k
            mouse_button_changed |= (1 << button);
9893
14.8k
        }
9894
32.7k
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9895
2.61k
        {
9896
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9897
2.61k
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9898
541
                break;
9899
2.07k
            io.MouseWheelH += e->MouseWheel.WheelX;
9900
2.07k
            io.MouseWheel += e->MouseWheel.WheelY;
9901
2.07k
            io.MouseSource = e->MouseWheel.MouseSource;
9902
2.07k
            mouse_wheeled = true;
9903
2.07k
        }
9904
30.1k
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9905
0
        {
9906
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9907
0
        }
9908
30.1k
        else if (e->Type == ImGuiInputEventType_Key)
9909
15.8k
        {
9910
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9911
15.8k
            ImGuiKey key = e->Key.Key;
9912
15.8k
            IM_ASSERT(key != ImGuiKey_None);
9913
15.8k
            ImGuiKeyData* key_data = GetKeyData(key);
9914
15.8k
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9915
15.8k
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9916
3.57k
                break;
9917
12.2k
            key_data->Down = e->Key.Down;
9918
12.2k
            key_data->AnalogValue = e->Key.AnalogValue;
9919
12.2k
            key_changed = true;
9920
12.2k
            key_changed_mask.SetBit(key_data_index);
9921
9922
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9923
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9924
            io.KeysDown[key_data_index] = key_data->Down;
9925
            if (io.KeyMap[key_data_index] != -1)
9926
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9927
#endif
9928
12.2k
        }
9929
14.3k
        else if (e->Type == ImGuiInputEventType_Text)
9930
9.56k
        {
9931
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9932
9.56k
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9933
1.75k
                break;
9934
7.80k
            unsigned int c = e->Text.Char;
9935
7.80k
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9936
7.80k
            if (trickle_interleaved_keys_and_text)
9937
0
                text_inputted = true;
9938
7.80k
        }
9939
4.78k
        else if (e->Type == ImGuiInputEventType_Focus)
9940
4.78k
        {
9941
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9942
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9943
4.78k
            const bool focus_lost = !e->AppFocused.Focused;
9944
4.78k
            io.AppFocusLost = focus_lost;
9945
4.78k
        }
9946
0
        else
9947
0
        {
9948
0
            IM_ASSERT(0 && "Unknown event!");
9949
0
        }
9950
67.4k
    }
9951
9952
    // Record trail (for domain-specific applications wanting to access a precise trail)
9953
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9954
193k
    for (int n = 0; n < event_n; n++)
9955
52.9k
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9956
9957
    // [DEBUG]
9958
140k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9959
140k
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9960
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9961
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9962
140k
#endif
9963
9964
    // Remaining events will be processed on the next frame
9965
140k
    if (event_n == g.InputEventsQueue.Size)
9966
126k
        g.InputEventsQueue.resize(0);
9967
14.4k
    else
9968
14.4k
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9969
9970
    // Clear buttons state when focus is lost
9971
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9972
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9973
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9974
140k
    if (g.IO.AppFocusLost)
9975
4.78k
        g.IO.ClearInputKeys();
9976
140k
}
9977
9978
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9979
0
{
9980
0
    if (!IsNamedKeyOrModKey(key))
9981
0
        return ImGuiKeyOwner_None;
9982
9983
0
    ImGuiContext& g = *GImGui;
9984
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9985
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9986
9987
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9988
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9989
0
            return ImGuiKeyOwner_None;
9990
9991
0
    return owner_id;
9992
0
}
9993
9994
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9995
// TestKeyOwner(..., None) : (owner == None)
9996
// TestKeyOwner(..., Any)  : no owner test
9997
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9998
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9999
335k
{
10000
335k
    if (!IsNamedKeyOrModKey(key))
10001
0
        return true;
10002
10003
335k
    ImGuiContext& g = *GImGui;
10004
335k
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
10005
6
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
10006
0
            return false;
10007
10008
335k
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
10009
335k
    if (owner_id == ImGuiKeyOwner_Any)
10010
36.9k
        return (owner_data->LockThisFrame == false);
10011
10012
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
10013
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
10014
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
10015
298k
    if (owner_data->OwnerCurr != owner_id)
10016
0
    {
10017
0
        if (owner_data->LockThisFrame)
10018
0
            return false;
10019
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
10020
0
            return false;
10021
0
    }
10022
10023
298k
    return true;
10024
298k
}
10025
10026
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
10027
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
10028
// - SetKeyOwner(..., None)              : clears owner
10029
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
10030
// - SetKeyOwner(..., Any or None, Lock) : set lock
10031
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
10032
0
{
10033
0
    ImGuiContext& g = *GImGui;
10034
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
10035
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
10036
    //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags);
10037
10038
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
10039
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
10040
10041
    // We cannot lock by default as it would likely break lots of legacy code.
10042
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
10043
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
10044
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
10045
0
}
10046
10047
// Rarely used helper
10048
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10049
0
{
10050
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
10051
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
10052
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
10053
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
10054
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
10055
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
10056
0
}
10057
10058
// This is more or less equivalent to:
10059
//   if (IsItemHovered() || IsItemActive())
10060
//       SetKeyOwner(key, GetItemID());
10061
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
10062
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
10063
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
10064
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
10065
0
{
10066
0
    ImGuiContext& g = *GImGui;
10067
0
    ImGuiID id = g.LastItemData.ID;
10068
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
10069
0
        return;
10070
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
10071
0
        flags |= ImGuiInputFlags_CondDefault_;
10072
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
10073
0
    {
10074
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
10075
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
10076
0
    }
10077
0
}
10078
10079
// This is the only public API until we expose owner_id versions of the API as replacements.
10080
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
10081
0
{
10082
0
    return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None);
10083
0
}
10084
10085
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
10086
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10087
281k
{
10088
281k
    ImGuiContext& g = *GImGui;
10089
281k
    key_chord = FixupKeyChord(&g, key_chord);
10090
281k
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
10091
281k
    if (g.IO.KeyMods != mods)
10092
281k
        return false;
10093
10094
    // Special storage location for mods
10095
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
10096
0
    if (key == ImGuiKey_None)
10097
0
        key = ConvertSingleModFlagToKey(&g, mods);
10098
0
    if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_)))
10099
0
        return false;
10100
0
    return true;
10101
0
}
10102
10103
void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord)
10104
0
{
10105
0
    ImGuiContext& g = *GImGui;
10106
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut;
10107
0
    g.NextItemData.Shortcut = key_chord;
10108
0
}
10109
10110
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10111
281k
{
10112
    //ImGuiContext& g = *GImGui;
10113
    //IMGUI_DEBUG_LOG("Shortcut(%s, owner_id=0x%08X, flags=%X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), owner_id, flags);
10114
10115
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
10116
281k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
10117
281k
        flags |= ImGuiInputFlags_RouteFocused;
10118
10119
    // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
10120
    // Effectively makes Shortcut() always input-owner aware.
10121
281k
    if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None)
10122
0
        owner_id = GetRoutingIdFromOwnerId(owner_id);
10123
10124
    // Submit route
10125
281k
    if (!SetShortcutRouting(key_chord, owner_id, flags))
10126
0
        return false;
10127
10128
    // Default repeat behavior for Shortcut()
10129
    // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
10130
281k
    if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
10131
281k
        flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
10132
10133
281k
    if (!IsKeyChordPressed(key_chord, owner_id, flags))
10134
281k
        return false;
10135
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
10136
0
    return true;
10137
281k
}
10138
10139
10140
//-----------------------------------------------------------------------------
10141
// [SECTION] ERROR CHECKING
10142
//-----------------------------------------------------------------------------
10143
10144
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
10145
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
10146
// If this triggers you have an issue:
10147
// - Most commonly: mismatched headers and compiled code version.
10148
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
10149
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
10150
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
10151
//   Otherwise it is possible that different compilation units would see different structure layout
10152
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
10153
1
{
10154
1
    bool error = false;
10155
1
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
10156
1
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
10157
1
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
10158
1
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
10159
1
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
10160
1
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
10161
1
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
10162
1
    return !error;
10163
1
}
10164
10165
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
10166
// This is causing issues and ambiguity and we need to retire that.
10167
// See https://github.com/ocornut/imgui/issues/5548 for more details.
10168
// [Scenario 1]
10169
//  Previously this would make the window content size ~200x200:
10170
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
10171
//  Instead, please submit an item:
10172
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
10173
//  Alternative:
10174
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
10175
// [Scenario 2]
10176
//  For reference this is one of the issue what we aim to fix with this change:
10177
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
10178
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
10179
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
10180
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
10181
0
{
10182
0
    ImGuiContext& g = *GImGui;
10183
0
    ImGuiWindow* window = g.CurrentWindow;
10184
0
    IM_ASSERT(window->DC.IsSetPos);
10185
0
    window->DC.IsSetPos = false;
10186
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
10187
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
10188
0
        return;
10189
0
    if (window->SkipItems)
10190
0
        return;
10191
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
10192
#else
10193
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10194
#endif
10195
0
}
10196
10197
static void ImGui::ErrorCheckNewFrameSanityChecks()
10198
140k
{
10199
140k
    ImGuiContext& g = *GImGui;
10200
10201
    // Check user IM_ASSERT macro
10202
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
10203
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
10204
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
10205
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
10206
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
10207
140k
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
10208
10209
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
10210
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
10211
#ifdef __EMSCRIPTEN__
10212
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
10213
        g.IO.DeltaTime = 0.00001f;
10214
#endif
10215
10216
    // Check user data
10217
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
10218
140k
    IM_ASSERT(g.Initialized);
10219
140k
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
10220
140k
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
10221
140k
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
10222
140k
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
10223
140k
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
10224
140k
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
10225
140k
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
10226
140k
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
10227
140k
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
10228
140k
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
10229
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
10230
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
10231
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
10232
10233
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
10234
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
10235
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
10236
#endif
10237
10238
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
10239
140k
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
10240
1
        g.IO.ConfigWindowsResizeFromEdges = false;
10241
10242
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
10243
140k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
10244
140k
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10245
140k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
10246
140k
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10247
10248
    // Perform simple checks: multi-viewport and platform windows support
10249
140k
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
10250
1
    {
10251
1
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
10252
0
        {
10253
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
10254
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
10255
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
10256
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
10257
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
10258
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
10259
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
10260
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
10261
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
10262
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
10263
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
10264
0
        }
10265
1
        else
10266
1
        {
10267
            // Disable feature, our backends do not support it
10268
1
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
10269
1
        }
10270
10271
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
10272
1
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
10273
0
        {
10274
0
            IM_UNUSED(mon);
10275
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
10276
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
10277
0
            IM_ASSERT(mon.DpiScale != 0.0f);
10278
0
        }
10279
1
    }
10280
140k
}
10281
10282
static void ImGui::ErrorCheckEndFrameSanityChecks()
10283
140k
{
10284
140k
    ImGuiContext& g = *GImGui;
10285
10286
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
10287
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
10288
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
10289
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
10290
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
10291
    // while still correctly asserting on mid-frame key press events.
10292
140k
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
10293
140k
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
10294
140k
    IM_UNUSED(key_mods);
10295
10296
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
10297
    //ErrorCheckEndFrameRecover();
10298
10299
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
10300
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
10301
140k
    if (g.CurrentWindowStack.Size != 1)
10302
0
    {
10303
0
        if (g.CurrentWindowStack.Size > 1)
10304
0
        {
10305
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
10306
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
10307
0
            IM_UNUSED(window);
10308
0
            while (g.CurrentWindowStack.Size > 1)
10309
0
                End();
10310
0
        }
10311
0
        else
10312
0
        {
10313
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
10314
0
        }
10315
0
    }
10316
10317
140k
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
10318
140k
}
10319
10320
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
10321
// Must be called during or before EndFrame().
10322
// This is generally flawed as we are not necessarily End/Popping things in the right order.
10323
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
10324
// FIXME: Can't recover from interleaved BeginTabBar/Begin
10325
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10326
0
{
10327
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
10328
0
    ImGuiContext& g = *GImGui;
10329
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
10330
0
    {
10331
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
10332
0
        ImGuiWindow* window = g.CurrentWindow;
10333
0
        if (g.CurrentWindowStack.Size == 1)
10334
0
        {
10335
0
            IM_ASSERT(window->IsFallbackWindow);
10336
0
            break;
10337
0
        }
10338
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
10339
0
        {
10340
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
10341
0
            EndChild();
10342
0
        }
10343
0
        else
10344
0
        {
10345
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
10346
0
            End();
10347
0
        }
10348
0
    }
10349
0
}
10350
10351
// Must be called before End()/EndChild()
10352
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10353
0
{
10354
0
    ImGuiContext& g = *GImGui;
10355
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10356
0
    {
10357
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10358
0
        EndTable();
10359
0
    }
10360
10361
0
    ImGuiWindow* window = g.CurrentWindow;
10362
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10363
0
    IM_ASSERT(window != NULL);
10364
0
    while (g.CurrentTabBar != NULL) //-V1044
10365
0
    {
10366
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10367
0
        EndTabBar();
10368
0
    }
10369
0
    while (window->DC.TreeDepth > 0)
10370
0
    {
10371
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10372
0
        TreePop();
10373
0
    }
10374
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10375
0
    {
10376
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10377
0
        EndGroup();
10378
0
    }
10379
0
    while (window->IDStack.Size > 1)
10380
0
    {
10381
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10382
0
        PopID();
10383
0
    }
10384
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10385
0
    {
10386
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10387
0
        EndDisabled();
10388
0
    }
10389
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10390
0
    {
10391
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10392
0
        PopStyleColor();
10393
0
    }
10394
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10395
0
    {
10396
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10397
0
        PopItemFlag();
10398
0
    }
10399
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10400
0
    {
10401
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10402
0
        PopStyleVar();
10403
0
    }
10404
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10405
0
    {
10406
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10407
0
        PopFont();
10408
0
    }
10409
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10410
0
    {
10411
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10412
0
        PopFocusScope();
10413
0
    }
10414
0
}
10415
10416
// Save current stack sizes for later compare
10417
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10418
285k
{
10419
285k
    ImGuiContext& g = *ctx;
10420
285k
    ImGuiWindow* window = g.CurrentWindow;
10421
285k
    SizeOfIDStack = (short)window->IDStack.Size;
10422
285k
    SizeOfColorStack = (short)g.ColorStack.Size;
10423
285k
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10424
285k
    SizeOfFontStack = (short)g.FontStack.Size;
10425
285k
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10426
285k
    SizeOfGroupStack = (short)g.GroupStack.Size;
10427
285k
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10428
285k
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10429
285k
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10430
285k
}
10431
10432
// Compare to detect usage errors
10433
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10434
285k
{
10435
285k
    ImGuiContext& g = *ctx;
10436
285k
    ImGuiWindow* window = g.CurrentWindow;
10437
285k
    IM_UNUSED(window);
10438
10439
    // Window stacks
10440
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10441
285k
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10442
10443
    // Global stacks
10444
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10445
285k
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10446
285k
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10447
285k
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10448
285k
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10449
285k
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10450
285k
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10451
285k
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10452
285k
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10453
285k
}
10454
10455
//-----------------------------------------------------------------------------
10456
// [SECTION] ITEM SUBMISSION
10457
//-----------------------------------------------------------------------------
10458
// - KeepAliveID()
10459
// - ItemHandleShortcut() [Internal]
10460
// - ItemAdd()
10461
//-----------------------------------------------------------------------------
10462
10463
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
10464
void ImGui::KeepAliveID(ImGuiID id)
10465
290k
{
10466
290k
    ImGuiContext& g = *GImGui;
10467
290k
    if (g.ActiveId == id)
10468
14
        g.ActiveIdIsAlive = id;
10469
290k
    if (g.ActiveIdPreviousFrame == id)
10470
14
        g.ActiveIdPreviousFrameIsAlive = true;
10471
290k
}
10472
10473
static void ItemHandleShortcut(ImGuiID id)
10474
0
{
10475
    // FIXME: Generalize Activation queue?
10476
0
    ImGuiContext& g = *GImGui;
10477
0
    if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0)
10478
0
    {
10479
0
        g.NavActivateId = id; // Will effectively disable clipping.
10480
0
        g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut;
10481
0
        if (g.ActiveId == 0 || g.ActiveId == id)
10482
0
            g.NavActivateDownId = g.NavActivatePressedId = id;
10483
0
        ImGui::NavHighlightActivated(id);
10484
0
    }
10485
0
}
10486
10487
// Declare item bounding box for clipping and interaction.
10488
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10489
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10490
// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
10491
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10492
294k
{
10493
294k
    ImGuiContext& g = *GImGui;
10494
294k
    ImGuiWindow* window = g.CurrentWindow;
10495
10496
    // Set item data
10497
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10498
294k
    g.LastItemData.ID = id;
10499
294k
    g.LastItemData.Rect = bb;
10500
294k
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10501
294k
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10502
294k
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10503
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10504
10505
294k
    if (id != 0)
10506
290k
    {
10507
290k
        KeepAliveID(id);
10508
10509
        // Directional navigation processing
10510
        // Runs prior to clipping early-out
10511
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10512
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10513
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10514
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10515
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10516
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10517
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10518
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10519
290k
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10520
284k
        {
10521
            // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
10522
284k
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10523
284k
            if (g.NavId == id || g.NavAnyRequest)
10524
191
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10525
108
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10526
108
                        NavProcessItem();
10527
284k
        }
10528
10529
290k
        if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut)
10530
0
            ItemHandleShortcut(id);
10531
290k
    }
10532
10533
    // Lightweight clear of SetNextItemXXX data.
10534
294k
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10535
294k
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10536
10537
#ifdef IMGUI_ENABLE_TEST_ENGINE
10538
    if (id != 0)
10539
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10540
#endif
10541
10542
    // Clipping test
10543
    // (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10544
    //const bool is_clipped = IsClippedEx(bb, id);
10545
    //if (is_clipped)
10546
    //    return false;
10547
    // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
10548
294k
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10549
294k
    if (!is_rect_visible)
10550
3.85k
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
10551
3.85k
            if (!g.LogEnabled)
10552
3.85k
                return false;
10553
10554
    // [DEBUG]
10555
290k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10556
290k
    if (id != 0)
10557
290k
    {
10558
290k
        if (id == g.DebugLocateId)
10559
0
            DebugLocateItemResolveWithLastItem();
10560
10561
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10562
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10563
        // READ THE FAQ: https://dearimgui.com/faq
10564
290k
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10565
290k
    }
10566
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10567
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10568
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10569
290k
#endif
10570
10571
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10572
290k
    if (is_rect_visible)
10573
290k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10574
290k
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10575
2.90k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10576
290k
    return true;
10577
294k
}
10578
10579
10580
//-----------------------------------------------------------------------------
10581
// [SECTION] LAYOUT
10582
//-----------------------------------------------------------------------------
10583
// - ItemSize()
10584
// - SameLine()
10585
// - GetCursorScreenPos()
10586
// - SetCursorScreenPos()
10587
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10588
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10589
// - GetCursorStartPos()
10590
// - Indent()
10591
// - Unindent()
10592
// - SetNextItemWidth()
10593
// - PushItemWidth()
10594
// - PushMultiItemsWidths()
10595
// - PopItemWidth()
10596
// - CalcItemWidth()
10597
// - CalcItemSize()
10598
// - GetTextLineHeight()
10599
// - GetTextLineHeightWithSpacing()
10600
// - GetFrameHeight()
10601
// - GetFrameHeightWithSpacing()
10602
// - GetContentRegionMax()
10603
// - GetContentRegionMaxAbs() [Internal]
10604
// - GetContentRegionAvail(),
10605
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10606
// - BeginGroup()
10607
// - EndGroup()
10608
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10609
//-----------------------------------------------------------------------------
10610
10611
// Advance cursor given item size for layout.
10612
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10613
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10614
// THIS IS IN THE PERFORMANCE CRITICAL PATH.
10615
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10616
7.70k
{
10617
7.70k
    ImGuiContext& g = *GImGui;
10618
7.70k
    ImGuiWindow* window = g.CurrentWindow;
10619
7.70k
    if (window->SkipItems)
10620
0
        return;
10621
10622
    // We increase the height in this function to accommodate for baseline offset.
10623
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10624
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10625
7.70k
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10626
10627
7.70k
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10628
7.70k
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10629
10630
    // Always align ourselves on pixel boundaries
10631
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10632
7.70k
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10633
7.70k
    window->DC.CursorPosPrevLine.y = line_y1;
10634
7.70k
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10635
7.70k
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10636
7.70k
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10637
7.70k
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10638
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10639
10640
7.70k
    window->DC.PrevLineSize.y = line_height;
10641
7.70k
    window->DC.CurrLineSize.y = 0.0f;
10642
7.70k
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10643
7.70k
    window->DC.CurrLineTextBaseOffset = 0.0f;
10644
7.70k
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10645
10646
    // Horizontal layout mode
10647
7.70k
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10648
0
        SameLine();
10649
7.70k
}
10650
10651
// Gets back to previous line and continue with horizontal layout
10652
//      offset_from_start_x == 0 : follow right after previous item
10653
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10654
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10655
//      spacing_w >= 0           : enforce spacing amount
10656
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10657
0
{
10658
0
    ImGuiContext& g = *GImGui;
10659
0
    ImGuiWindow* window = g.CurrentWindow;
10660
0
    if (window->SkipItems)
10661
0
        return;
10662
10663
0
    if (offset_from_start_x != 0.0f)
10664
0
    {
10665
0
        if (spacing_w < 0.0f)
10666
0
            spacing_w = 0.0f;
10667
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10668
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10669
0
    }
10670
0
    else
10671
0
    {
10672
0
        if (spacing_w < 0.0f)
10673
0
            spacing_w = g.Style.ItemSpacing.x;
10674
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10675
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10676
0
    }
10677
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10678
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10679
0
    window->DC.IsSameLine = true;
10680
0
}
10681
10682
ImVec2 ImGui::GetCursorScreenPos()
10683
5.33k
{
10684
5.33k
    ImGuiWindow* window = GetCurrentWindowRead();
10685
5.33k
    return window->DC.CursorPos;
10686
5.33k
}
10687
10688
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10689
0
{
10690
0
    ImGuiWindow* window = GetCurrentWindow();
10691
0
    window->DC.CursorPos = pos;
10692
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10693
0
    window->DC.IsSetPos = true;
10694
0
}
10695
10696
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10697
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10698
ImVec2 ImGui::GetCursorPos()
10699
0
{
10700
0
    ImGuiWindow* window = GetCurrentWindowRead();
10701
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10702
0
}
10703
10704
float ImGui::GetCursorPosX()
10705
0
{
10706
0
    ImGuiWindow* window = GetCurrentWindowRead();
10707
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10708
0
}
10709
10710
float ImGui::GetCursorPosY()
10711
0
{
10712
0
    ImGuiWindow* window = GetCurrentWindowRead();
10713
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10714
0
}
10715
10716
void ImGui::SetCursorPos(const ImVec2& local_pos)
10717
0
{
10718
0
    ImGuiWindow* window = GetCurrentWindow();
10719
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10720
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10721
0
    window->DC.IsSetPos = true;
10722
0
}
10723
10724
void ImGui::SetCursorPosX(float x)
10725
0
{
10726
0
    ImGuiWindow* window = GetCurrentWindow();
10727
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10728
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10729
0
    window->DC.IsSetPos = true;
10730
0
}
10731
10732
void ImGui::SetCursorPosY(float y)
10733
0
{
10734
0
    ImGuiWindow* window = GetCurrentWindow();
10735
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10736
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10737
0
    window->DC.IsSetPos = true;
10738
0
}
10739
10740
ImVec2 ImGui::GetCursorStartPos()
10741
0
{
10742
0
    ImGuiWindow* window = GetCurrentWindowRead();
10743
0
    return window->DC.CursorStartPos - window->Pos;
10744
0
}
10745
10746
void ImGui::Indent(float indent_w)
10747
0
{
10748
0
    ImGuiContext& g = *GImGui;
10749
0
    ImGuiWindow* window = GetCurrentWindow();
10750
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10751
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10752
0
}
10753
10754
void ImGui::Unindent(float indent_w)
10755
0
{
10756
0
    ImGuiContext& g = *GImGui;
10757
0
    ImGuiWindow* window = GetCurrentWindow();
10758
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10759
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10760
0
}
10761
10762
// Affect large frame+labels widgets only.
10763
void ImGui::SetNextItemWidth(float item_width)
10764
0
{
10765
0
    ImGuiContext& g = *GImGui;
10766
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10767
0
    g.NextItemData.Width = item_width;
10768
0
}
10769
10770
// FIXME: Remove the == 0.0f behavior?
10771
void ImGui::PushItemWidth(float item_width)
10772
0
{
10773
0
    ImGuiContext& g = *GImGui;
10774
0
    ImGuiWindow* window = g.CurrentWindow;
10775
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10776
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10777
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10778
0
}
10779
10780
void ImGui::PushMultiItemsWidths(int components, float w_full)
10781
0
{
10782
0
    ImGuiContext& g = *GImGui;
10783
0
    ImGuiWindow* window = g.CurrentWindow;
10784
0
    IM_ASSERT(components > 0);
10785
0
    const ImGuiStyle& style = g.Style;
10786
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10787
0
    float w_items = w_full - style.ItemInnerSpacing.x * (components - 1);
10788
0
    float prev_split = w_items;
10789
0
    for (int i = components - 1; i > 0; i--)
10790
0
    {
10791
0
        float next_split = IM_TRUNC(w_items * i / components);
10792
0
        window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f));
10793
0
        prev_split = next_split;
10794
0
    }
10795
0
    window->DC.ItemWidth = ImMax(prev_split, 1.0f);
10796
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10797
0
}
10798
10799
void ImGui::PopItemWidth()
10800
0
{
10801
0
    ImGuiWindow* window = GetCurrentWindow();
10802
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10803
0
    window->DC.ItemWidthStack.pop_back();
10804
0
}
10805
10806
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10807
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10808
float ImGui::CalcItemWidth()
10809
0
{
10810
0
    ImGuiContext& g = *GImGui;
10811
0
    ImGuiWindow* window = g.CurrentWindow;
10812
0
    float w;
10813
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10814
0
        w = g.NextItemData.Width;
10815
0
    else
10816
0
        w = window->DC.ItemWidth;
10817
0
    if (w < 0.0f)
10818
0
    {
10819
0
        float region_max_x = GetContentRegionMaxAbs().x;
10820
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10821
0
    }
10822
0
    w = IM_TRUNC(w);
10823
0
    return w;
10824
0
}
10825
10826
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10827
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10828
// Note that only CalcItemWidth() is publicly exposed.
10829
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10830
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10831
3.85k
{
10832
3.85k
    ImGuiContext& g = *GImGui;
10833
3.85k
    ImGuiWindow* window = g.CurrentWindow;
10834
10835
3.85k
    ImVec2 region_max;
10836
3.85k
    if (size.x < 0.0f || size.y < 0.0f)
10837
0
        region_max = GetContentRegionMaxAbs();
10838
10839
3.85k
    if (size.x == 0.0f)
10840
714
        size.x = default_w;
10841
3.13k
    else if (size.x < 0.0f)
10842
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10843
10844
3.85k
    if (size.y == 0.0f)
10845
550
        size.y = default_h;
10846
3.30k
    else if (size.y < 0.0f)
10847
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10848
10849
3.85k
    return size;
10850
3.85k
}
10851
10852
float ImGui::GetTextLineHeight()
10853
0
{
10854
0
    ImGuiContext& g = *GImGui;
10855
0
    return g.FontSize;
10856
0
}
10857
10858
float ImGui::GetTextLineHeightWithSpacing()
10859
3.85k
{
10860
3.85k
    ImGuiContext& g = *GImGui;
10861
3.85k
    return g.FontSize + g.Style.ItemSpacing.y;
10862
3.85k
}
10863
10864
float ImGui::GetFrameHeight()
10865
3
{
10866
3
    ImGuiContext& g = *GImGui;
10867
3
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10868
3
}
10869
10870
float ImGui::GetFrameHeightWithSpacing()
10871
0
{
10872
0
    ImGuiContext& g = *GImGui;
10873
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10874
0
}
10875
10876
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10877
10878
// FIXME: This is in window space (not screen space!).
10879
ImVec2 ImGui::GetContentRegionMax()
10880
0
{
10881
0
    ImGuiContext& g = *GImGui;
10882
0
    ImGuiWindow* window = g.CurrentWindow;
10883
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10884
0
    return mx - window->Pos;
10885
0
}
10886
10887
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10888
ImVec2 ImGui::GetContentRegionMaxAbs()
10889
3.85k
{
10890
3.85k
    ImGuiContext& g = *GImGui;
10891
3.85k
    ImGuiWindow* window = g.CurrentWindow;
10892
3.85k
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10893
3.85k
    return mx;
10894
3.85k
}
10895
10896
ImVec2 ImGui::GetContentRegionAvail()
10897
3.85k
{
10898
3.85k
    ImGuiWindow* window = GImGui->CurrentWindow;
10899
3.85k
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10900
3.85k
}
10901
10902
// In window space (not screen space!)
10903
ImVec2 ImGui::GetWindowContentRegionMin()
10904
0
{
10905
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10906
0
    return window->ContentRegionRect.Min - window->Pos;
10907
0
}
10908
10909
ImVec2 ImGui::GetWindowContentRegionMax()
10910
3.85k
{
10911
3.85k
    ImGuiWindow* window = GImGui->CurrentWindow;
10912
3.85k
    return window->ContentRegionRect.Max - window->Pos;
10913
3.85k
}
10914
10915
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10916
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10917
// FIXME-OPT: Could we safely early out on ->SkipItems?
10918
void ImGui::BeginGroup()
10919
0
{
10920
0
    ImGuiContext& g = *GImGui;
10921
0
    ImGuiWindow* window = g.CurrentWindow;
10922
10923
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10924
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10925
0
    group_data.WindowID = window->ID;
10926
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10927
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10928
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10929
0
    group_data.BackupIndent = window->DC.Indent;
10930
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10931
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10932
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10933
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10934
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10935
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10936
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10937
0
    group_data.EmitItem = true;
10938
10939
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10940
0
    window->DC.Indent = window->DC.GroupOffset;
10941
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10942
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10943
0
    if (g.LogEnabled)
10944
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10945
0
}
10946
10947
void ImGui::EndGroup()
10948
0
{
10949
0
    ImGuiContext& g = *GImGui;
10950
0
    ImGuiWindow* window = g.CurrentWindow;
10951
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10952
10953
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10954
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10955
10956
0
    if (window->DC.IsSetPos)
10957
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10958
10959
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10960
10961
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10962
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10963
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10964
0
    window->DC.Indent = group_data.BackupIndent;
10965
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10966
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10967
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10968
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10969
0
    if (g.LogEnabled)
10970
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10971
10972
0
    if (!group_data.EmitItem)
10973
0
    {
10974
0
        g.GroupStack.pop_back();
10975
0
        return;
10976
0
    }
10977
10978
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10979
0
    ItemSize(group_bb.GetSize());
10980
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10981
10982
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10983
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10984
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10985
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10986
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10987
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10988
0
    if (group_contains_curr_active_id)
10989
0
        g.LastItemData.ID = g.ActiveId;
10990
0
    else if (group_contains_prev_active_id)
10991
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10992
0
    g.LastItemData.Rect = group_bb;
10993
10994
    // Forward Hovered flag
10995
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10996
0
    if (group_contains_curr_hovered_id)
10997
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10998
10999
    // Forward Edited flag
11000
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
11001
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
11002
11003
    // Forward Deactivated flag
11004
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
11005
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
11006
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
11007
11008
0
    g.GroupStack.pop_back();
11009
0
    if (g.DebugShowGroupRects)
11010
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
11011
0
}
11012
11013
11014
//-----------------------------------------------------------------------------
11015
// [SECTION] SCROLLING
11016
//-----------------------------------------------------------------------------
11017
11018
// Helper to snap on edges when aiming at an item very close to the edge,
11019
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
11020
// When we refactor the scrolling API this may be configurable with a flag?
11021
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
11022
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
11023
0
{
11024
0
    if (target <= snap_min + snap_threshold)
11025
0
        return ImLerp(snap_min, target, center_ratio);
11026
0
    if (target >= snap_max - snap_threshold)
11027
0
        return ImLerp(target, snap_max, center_ratio);
11028
0
    return target;
11029
0
}
11030
11031
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
11032
285k
{
11033
285k
    ImVec2 scroll = window->Scroll;
11034
285k
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
11035
855k
    for (int axis = 0; axis < 2; axis++)
11036
570k
    {
11037
570k
        if (window->ScrollTarget[axis] < FLT_MAX)
11038
1.62k
        {
11039
1.62k
            float center_ratio = window->ScrollTargetCenterRatio[axis];
11040
1.62k
            float scroll_target = window->ScrollTarget[axis];
11041
1.62k
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
11042
0
            {
11043
0
                float snap_min = 0.0f;
11044
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
11045
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
11046
0
            }
11047
1.62k
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
11048
1.62k
        }
11049
570k
        scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
11050
570k
        if (!window->Collapsed && !window->SkipItems)
11051
296k
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
11052
570k
    }
11053
285k
    return scroll;
11054
285k
}
11055
11056
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
11057
0
{
11058
0
    ImGuiContext& g = *GImGui;
11059
0
    ImGuiWindow* window = g.CurrentWindow;
11060
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
11061
0
}
11062
11063
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
11064
0
{
11065
0
    ScrollToRectEx(window, item_rect, flags);
11066
0
}
11067
11068
// Scroll to keep newly navigated item fully into view
11069
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
11070
0
{
11071
0
    ImGuiContext& g = *GImGui;
11072
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
11073
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
11074
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
11075
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
11076
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
11077
11078
    // Check that only one behavior is selected per axis
11079
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
11080
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
11081
11082
    // Defaults
11083
0
    ImGuiScrollFlags in_flags = flags;
11084
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
11085
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
11086
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
11087
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
11088
11089
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
11090
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
11091
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
11092
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
11093
11094
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
11095
0
    {
11096
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
11097
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
11098
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
11099
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
11100
0
    }
11101
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
11102
0
    {
11103
0
        if (can_be_fully_visible_x)
11104
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
11105
0
        else
11106
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
11107
0
    }
11108
11109
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
11110
0
    {
11111
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
11112
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
11113
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
11114
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
11115
0
    }
11116
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
11117
0
    {
11118
0
        if (can_be_fully_visible_y)
11119
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
11120
0
        else
11121
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
11122
0
    }
11123
11124
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11125
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
11126
11127
    // Also scroll parent window to keep us into view if necessary
11128
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
11129
0
    {
11130
        // FIXME-SCROLL: May be an option?
11131
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
11132
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
11133
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
11134
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
11135
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
11136
0
    }
11137
11138
0
    return delta_scroll;
11139
0
}
11140
11141
float ImGui::GetScrollX()
11142
4.73k
{
11143
4.73k
    ImGuiWindow* window = GImGui->CurrentWindow;
11144
4.73k
    return window->Scroll.x;
11145
4.73k
}
11146
11147
float ImGui::GetScrollY()
11148
4.73k
{
11149
4.73k
    ImGuiWindow* window = GImGui->CurrentWindow;
11150
4.73k
    return window->Scroll.y;
11151
4.73k
}
11152
11153
float ImGui::GetScrollMaxX()
11154
0
{
11155
0
    ImGuiWindow* window = GImGui->CurrentWindow;
11156
0
    return window->ScrollMax.x;
11157
0
}
11158
11159
float ImGui::GetScrollMaxY()
11160
0
{
11161
0
    ImGuiWindow* window = GImGui->CurrentWindow;
11162
0
    return window->ScrollMax.y;
11163
0
}
11164
11165
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
11166
890
{
11167
890
    window->ScrollTarget.x = scroll_x;
11168
890
    window->ScrollTargetCenterRatio.x = 0.0f;
11169
890
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
11170
890
}
11171
11172
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
11173
750
{
11174
750
    window->ScrollTarget.y = scroll_y;
11175
750
    window->ScrollTargetCenterRatio.y = 0.0f;
11176
750
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
11177
750
}
11178
11179
void ImGui::SetScrollX(float scroll_x)
11180
882
{
11181
882
    ImGuiContext& g = *GImGui;
11182
882
    SetScrollX(g.CurrentWindow, scroll_x);
11183
882
}
11184
11185
void ImGui::SetScrollY(float scroll_y)
11186
743
{
11187
743
    ImGuiContext& g = *GImGui;
11188
743
    SetScrollY(g.CurrentWindow, scroll_y);
11189
743
}
11190
11191
// Note that a local position will vary depending on initial scroll value,
11192
// This is a little bit confusing so bear with us:
11193
//  - local_pos = (absolution_pos - window->Pos)
11194
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
11195
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
11196
//  - They mostly exist because of legacy API.
11197
// Following the rules above, when trying to work with scrolling code, consider that:
11198
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
11199
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
11200
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
11201
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
11202
0
{
11203
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
11204
0
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
11205
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
11206
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
11207
0
}
11208
11209
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
11210
0
{
11211
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
11212
0
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
11213
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
11214
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
11215
0
}
11216
11217
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
11218
0
{
11219
0
    ImGuiContext& g = *GImGui;
11220
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
11221
0
}
11222
11223
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
11224
0
{
11225
0
    ImGuiContext& g = *GImGui;
11226
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
11227
0
}
11228
11229
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
11230
void ImGui::SetScrollHereX(float center_x_ratio)
11231
0
{
11232
0
    ImGuiContext& g = *GImGui;
11233
0
    ImGuiWindow* window = g.CurrentWindow;
11234
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
11235
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
11236
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
11237
11238
    // Tweak: snap on edges when aiming at an item very close to the edge
11239
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
11240
0
}
11241
11242
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
11243
void ImGui::SetScrollHereY(float center_y_ratio)
11244
0
{
11245
0
    ImGuiContext& g = *GImGui;
11246
0
    ImGuiWindow* window = g.CurrentWindow;
11247
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
11248
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
11249
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
11250
11251
    // Tweak: snap on edges when aiming at an item very close to the edge
11252
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
11253
0
}
11254
11255
//-----------------------------------------------------------------------------
11256
// [SECTION] TOOLTIPS
11257
//-----------------------------------------------------------------------------
11258
11259
bool ImGui::BeginTooltip()
11260
0
{
11261
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11262
0
}
11263
11264
bool ImGui::BeginItemTooltip()
11265
0
{
11266
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11267
0
        return false;
11268
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11269
0
}
11270
11271
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
11272
0
{
11273
0
    ImGuiContext& g = *GImGui;
11274
11275
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
11276
0
    {
11277
        // Drag and Drop tooltips are positioning differently than other tooltips:
11278
        // - offset visibility to increase visibility around mouse.
11279
        // - never clamp within outer viewport boundary.
11280
        // We call SetNextWindowPos() to enforce position and disable clamping.
11281
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
11282
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
11283
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
11284
0
        SetNextWindowPos(tooltip_pos);
11285
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
11286
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
11287
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
11288
0
    }
11289
11290
0
    char window_name[16];
11291
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
11292
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
11293
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
11294
0
            if (window->Active)
11295
0
            {
11296
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
11297
0
                SetWindowHiddenAndSkipItemsForCurrentFrame(window);
11298
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
11299
0
            }
11300
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
11301
0
    Begin(window_name, NULL, flags | extra_window_flags);
11302
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
11303
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
11304
    //if (!ret)
11305
    //    End();
11306
    //return ret;
11307
0
    return true;
11308
0
}
11309
11310
void ImGui::EndTooltip()
11311
0
{
11312
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
11313
0
    End();
11314
0
}
11315
11316
void ImGui::SetTooltip(const char* fmt, ...)
11317
0
{
11318
0
    va_list args;
11319
0
    va_start(args, fmt);
11320
0
    SetTooltipV(fmt, args);
11321
0
    va_end(args);
11322
0
}
11323
11324
void ImGui::SetTooltipV(const char* fmt, va_list args)
11325
0
{
11326
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
11327
0
        return;
11328
0
    TextV(fmt, args);
11329
0
    EndTooltip();
11330
0
}
11331
11332
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
11333
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
11334
void ImGui::SetItemTooltip(const char* fmt, ...)
11335
0
{
11336
0
    va_list args;
11337
0
    va_start(args, fmt);
11338
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11339
0
        SetTooltipV(fmt, args);
11340
0
    va_end(args);
11341
0
}
11342
11343
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
11344
0
{
11345
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11346
0
        SetTooltipV(fmt, args);
11347
0
}
11348
11349
11350
//-----------------------------------------------------------------------------
11351
// [SECTION] POPUPS
11352
//-----------------------------------------------------------------------------
11353
11354
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
11355
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
11356
0
{
11357
0
    ImGuiContext& g = *GImGui;
11358
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
11359
0
    {
11360
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
11361
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
11362
0
        IM_ASSERT(id == 0);
11363
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11364
0
            return g.OpenPopupStack.Size > 0;
11365
0
        else
11366
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
11367
0
    }
11368
0
    else
11369
0
    {
11370
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11371
0
        {
11372
            // Return true if the popup is open anywhere in the popup stack
11373
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
11374
0
                if (popup_data.PopupId == id)
11375
0
                    return true;
11376
0
            return false;
11377
0
        }
11378
0
        else
11379
0
        {
11380
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
11381
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
11382
0
        }
11383
0
    }
11384
0
}
11385
11386
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
11387
0
{
11388
0
    ImGuiContext& g = *GImGui;
11389
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
11390
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
11391
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
11392
0
    return IsPopupOpen(id, popup_flags);
11393
0
}
11394
11395
// Also see FindBlockingModal(NULL)
11396
ImGuiWindow* ImGui::GetTopMostPopupModal()
11397
422k
{
11398
422k
    ImGuiContext& g = *GImGui;
11399
422k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11400
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11401
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11402
0
                return popup;
11403
422k
    return NULL;
11404
422k
}
11405
11406
// See Demo->Stacked Modal to confirm what this is for.
11407
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11408
140k
{
11409
140k
    ImGuiContext& g = *GImGui;
11410
140k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11411
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11412
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11413
0
                return popup;
11414
140k
    return NULL;
11415
140k
}
11416
11417
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11418
0
{
11419
0
    ImGuiContext& g = *GImGui;
11420
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11421
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11422
0
    OpenPopupEx(id, popup_flags);
11423
0
}
11424
11425
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11426
0
{
11427
0
    OpenPopupEx(id, popup_flags);
11428
0
}
11429
11430
// Mark popup as open (toggle toward open state).
11431
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11432
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11433
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11434
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11435
0
{
11436
0
    ImGuiContext& g = *GImGui;
11437
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11438
0
    const int current_stack_size = g.BeginPopupStack.Size;
11439
11440
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11441
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11442
0
            return;
11443
11444
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11445
0
    popup_ref.PopupId = id;
11446
0
    popup_ref.Window = NULL;
11447
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
11448
0
    popup_ref.OpenFrameCount = g.FrameCount;
11449
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11450
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11451
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11452
11453
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11454
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11455
0
    {
11456
0
        g.OpenPopupStack.push_back(popup_ref);
11457
0
    }
11458
0
    else
11459
0
    {
11460
        // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake!
11461
        // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be
11462
        // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer.
11463
        // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified.
11464
0
        bool keep_existing = false;
11465
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id)
11466
0
            if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen))
11467
0
                keep_existing = true;
11468
0
        if (keep_existing)
11469
0
        {
11470
            // No reopen
11471
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11472
0
        }
11473
0
        else
11474
0
        {
11475
            // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation)
11476
0
            ClosePopupToLevel(current_stack_size, true);
11477
0
            g.OpenPopupStack.push_back(popup_ref);
11478
0
        }
11479
11480
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11481
        // This is equivalent to what ClosePopupToLevel() does.
11482
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11483
        //    FocusWindow(parent_window);
11484
0
    }
11485
0
}
11486
11487
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11488
// This function closes any popups that are over 'ref_window'.
11489
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11490
2.29k
{
11491
2.29k
    ImGuiContext& g = *GImGui;
11492
2.29k
    if (g.OpenPopupStack.Size == 0)
11493
2.29k
        return;
11494
11495
    // Don't close our own child popup windows.
11496
0
    int popup_count_to_keep = 0;
11497
0
    if (ref_window)
11498
0
    {
11499
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11500
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11501
0
        {
11502
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11503
0
            if (!popup.Window)
11504
0
                continue;
11505
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11506
11507
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11508
            // - Clicking/Focusing Window2 won't close Popup1:
11509
            //     Window -> Popup1 -> Window2(Ref)
11510
            // - Clicking/focusing Popup1 will close Popup2 and Popup3:
11511
            //     Window -> Popup1(Ref) -> Popup2 -> Popup3
11512
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11513
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11514
            // We step through every popup from bottom to top to validate their position relative to reference window.
11515
0
            bool ref_window_is_descendent_of_popup = false;
11516
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11517
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11518
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11519
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11520
0
                    {
11521
0
                        ref_window_is_descendent_of_popup = true;
11522
0
                        break;
11523
0
                    }
11524
0
            if (!ref_window_is_descendent_of_popup)
11525
0
                break;
11526
0
        }
11527
0
    }
11528
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11529
0
    {
11530
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11531
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11532
0
    }
11533
0
}
11534
11535
void ImGui::ClosePopupsExceptModals()
11536
0
{
11537
0
    ImGuiContext& g = *GImGui;
11538
11539
0
    int popup_count_to_keep;
11540
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11541
0
    {
11542
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11543
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11544
0
            break;
11545
0
    }
11546
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11547
0
        ClosePopupToLevel(popup_count_to_keep, true);
11548
0
}
11549
11550
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11551
0
{
11552
0
    ImGuiContext& g = *GImGui;
11553
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11554
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11555
11556
    // Trim open popup stack
11557
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11558
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11559
0
    g.OpenPopupStack.resize(remaining);
11560
11561
0
    if (restore_focus_to_window_under_popup)
11562
0
    {
11563
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11564
0
        if (focus_window && !focus_window->WasActive && popup_window)
11565
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11566
0
        else
11567
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11568
0
    }
11569
0
}
11570
11571
// Close the popup we have begin-ed into.
11572
void ImGui::CloseCurrentPopup()
11573
0
{
11574
0
    ImGuiContext& g = *GImGui;
11575
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11576
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11577
0
        return;
11578
11579
    // Closing a menu closes its top-most parent popup (unless a modal)
11580
0
    while (popup_idx > 0)
11581
0
    {
11582
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11583
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11584
0
        bool close_parent = false;
11585
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11586
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11587
0
                close_parent = true;
11588
0
        if (!close_parent)
11589
0
            break;
11590
0
        popup_idx--;
11591
0
    }
11592
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11593
0
    ClosePopupToLevel(popup_idx, true);
11594
11595
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11596
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11597
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11598
0
    if (ImGuiWindow* window = g.NavWindow)
11599
0
        window->DC.NavHideHighlightOneFrame = true;
11600
0
}
11601
11602
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11603
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11604
0
{
11605
0
    ImGuiContext& g = *GImGui;
11606
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11607
0
    {
11608
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11609
0
        return false;
11610
0
    }
11611
11612
0
    char name[20];
11613
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11614
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
11615
0
    else
11616
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11617
11618
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11619
0
    bool is_open = Begin(name, NULL, flags);
11620
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11621
0
        EndPopup();
11622
11623
    //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
11624
11625
0
    return is_open;
11626
0
}
11627
11628
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11629
0
{
11630
0
    ImGuiContext& g = *GImGui;
11631
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11632
0
    {
11633
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11634
0
        return false;
11635
0
    }
11636
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11637
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11638
0
    return BeginPopupEx(id, flags);
11639
0
}
11640
11641
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11642
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11643
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11644
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11645
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11646
0
{
11647
0
    ImGuiContext& g = *GImGui;
11648
0
    ImGuiWindow* window = g.CurrentWindow;
11649
0
    const ImGuiID id = window->GetID(name);
11650
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11651
0
    {
11652
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11653
0
        if (p_open && *p_open)
11654
0
            *p_open = false;
11655
0
        return false;
11656
0
    }
11657
11658
    // Center modal windows by default for increased visibility
11659
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11660
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11661
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11662
0
    {
11663
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11664
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11665
0
    }
11666
11667
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11668
0
    const bool is_open = Begin(name, p_open, flags);
11669
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11670
0
    {
11671
0
        EndPopup();
11672
0
        if (is_open)
11673
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11674
0
        return false;
11675
0
    }
11676
0
    return is_open;
11677
0
}
11678
11679
void ImGui::EndPopup()
11680
0
{
11681
0
    ImGuiContext& g = *GImGui;
11682
0
    ImGuiWindow* window = g.CurrentWindow;
11683
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11684
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11685
11686
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11687
0
    if (g.NavWindow == window)
11688
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11689
11690
    // Child-popups don't need to be laid out
11691
0
    IM_ASSERT(g.WithinEndChild == false);
11692
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11693
0
        g.WithinEndChild = true;
11694
0
    End();
11695
0
    g.WithinEndChild = false;
11696
0
}
11697
11698
// Helper to open a popup if mouse button is released over the item
11699
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11700
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11701
0
{
11702
0
    ImGuiContext& g = *GImGui;
11703
0
    ImGuiWindow* window = g.CurrentWindow;
11704
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11705
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11706
0
    {
11707
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11708
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11709
0
        OpenPopupEx(id, popup_flags);
11710
0
    }
11711
0
}
11712
11713
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11714
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11715
// - To create a popup with a specific identifier, pass it in str_id.
11716
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11717
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11718
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11719
//   This is essentially the same as:
11720
//       id = str_id ? GetID(str_id) : GetItemID();
11721
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11722
//       return BeginPopup(id);
11723
//   Which is essentially the same as:
11724
//       id = str_id ? GetID(str_id) : GetItemID();
11725
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11726
//           OpenPopup(id);
11727
//       return BeginPopup(id);
11728
//   The main difference being that this is tweaked to avoid computing the ID twice.
11729
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11730
0
{
11731
0
    ImGuiContext& g = *GImGui;
11732
0
    ImGuiWindow* window = g.CurrentWindow;
11733
0
    if (window->SkipItems)
11734
0
        return false;
11735
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11736
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11737
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11738
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11739
0
        OpenPopupEx(id, popup_flags);
11740
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11741
0
}
11742
11743
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11744
0
{
11745
0
    ImGuiContext& g = *GImGui;
11746
0
    ImGuiWindow* window = g.CurrentWindow;
11747
0
    if (!str_id)
11748
0
        str_id = "window_context";
11749
0
    ImGuiID id = window->GetID(str_id);
11750
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11751
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11752
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11753
0
            OpenPopupEx(id, popup_flags);
11754
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11755
0
}
11756
11757
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11758
0
{
11759
0
    ImGuiContext& g = *GImGui;
11760
0
    ImGuiWindow* window = g.CurrentWindow;
11761
0
    if (!str_id)
11762
0
        str_id = "void_context";
11763
0
    ImGuiID id = window->GetID(str_id);
11764
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11765
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11766
0
        if (GetTopMostPopupModal() == NULL)
11767
0
            OpenPopupEx(id, popup_flags);
11768
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11769
0
}
11770
11771
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11772
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11773
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11774
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11775
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11776
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11777
0
{
11778
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11779
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11780
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11781
11782
    // Combo Box policy (we want a connecting edge)
11783
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11784
0
    {
11785
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11786
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11787
0
        {
11788
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11789
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11790
0
                continue;
11791
0
            ImVec2 pos;
11792
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11793
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11794
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11795
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11796
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11797
0
                continue;
11798
0
            *last_dir = dir;
11799
0
            return pos;
11800
0
        }
11801
0
    }
11802
11803
    // Tooltip and Default popup policy
11804
    // (Always first try the direction we used on the last frame, if any)
11805
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11806
0
    {
11807
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11808
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11809
0
        {
11810
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11811
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11812
0
                continue;
11813
11814
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11815
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11816
11817
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11818
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11819
0
                continue;
11820
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11821
0
                continue;
11822
11823
0
            ImVec2 pos;
11824
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11825
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11826
11827
            // Clamp top-left corner of popup
11828
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11829
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11830
11831
0
            *last_dir = dir;
11832
0
            return pos;
11833
0
        }
11834
0
    }
11835
11836
    // Fallback when not enough room:
11837
0
    *last_dir = ImGuiDir_None;
11838
11839
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11840
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11841
0
        return ref_pos + ImVec2(2, 2);
11842
11843
    // Otherwise try to keep within display
11844
0
    ImVec2 pos = ref_pos;
11845
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11846
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11847
0
    return pos;
11848
0
}
11849
11850
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11851
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11852
0
{
11853
0
    ImGuiContext& g = *GImGui;
11854
0
    ImRect r_screen;
11855
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11856
0
    {
11857
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11858
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11859
0
        r_screen.Min = monitor.WorkPos;
11860
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11861
0
    }
11862
0
    else
11863
0
    {
11864
        // Use the full viewport area (not work area) for popups
11865
0
        r_screen = window->Viewport->GetMainRect();
11866
0
    }
11867
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11868
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11869
0
    return r_screen;
11870
0
}
11871
11872
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11873
0
{
11874
0
    ImGuiContext& g = *GImGui;
11875
11876
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11877
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11878
0
    {
11879
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11880
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11881
0
        ImGuiWindow* parent_window = window->ParentWindow;
11882
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11883
0
        ImRect r_avoid;
11884
0
        if (parent_window->DC.MenuBarAppending)
11885
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11886
0
        else
11887
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11888
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11889
0
    }
11890
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11891
0
    {
11892
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11893
0
    }
11894
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11895
0
    {
11896
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11897
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11898
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11899
0
        IM_ASSERT(g.CurrentWindow == window);
11900
0
        const float scale = g.Style.MouseCursorScale;
11901
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11902
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11903
0
        ImRect r_avoid;
11904
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11905
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11906
0
        else
11907
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11908
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11909
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11910
0
    }
11911
0
    IM_ASSERT(0);
11912
0
    return window->Pos;
11913
0
}
11914
11915
//-----------------------------------------------------------------------------
11916
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11917
//-----------------------------------------------------------------------------
11918
11919
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11920
// In our terminology those should be interchangeable, yet right now this is super confusing.
11921
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11922
11923
void ImGui::SetNavWindow(ImGuiWindow* window)
11924
1.55k
{
11925
1.55k
    ImGuiContext& g = *GImGui;
11926
1.55k
    if (g.NavWindow != window)
11927
1.55k
    {
11928
1.55k
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11929
1.55k
        g.NavWindow = window;
11930
1.55k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11931
1.55k
    }
11932
1.55k
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11933
1.55k
    NavUpdateAnyRequestFlag();
11934
1.55k
}
11935
11936
void ImGui::NavHighlightActivated(ImGuiID id)
11937
1
{
11938
1
    ImGuiContext& g = *GImGui;
11939
1
    g.NavHighlightActivatedId = id;
11940
1
    g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER;
11941
1
}
11942
11943
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11944
129
{
11945
129
    ImGuiContext& g = *GImGui;
11946
129
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11947
129
}
11948
11949
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11950
61
{
11951
61
    ImGuiContext& g = *GImGui;
11952
61
    IM_ASSERT(g.NavWindow != NULL);
11953
61
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11954
61
    g.NavId = id;
11955
61
    g.NavLayer = nav_layer;
11956
61
    SetNavFocusScope(focus_scope_id);
11957
61
    g.NavWindow->NavLastIds[nav_layer] = id;
11958
61
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11959
11960
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11961
61
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11962
61
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11963
61
}
11964
11965
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11966
1
{
11967
1
    ImGuiContext& g = *GImGui;
11968
1
    IM_ASSERT(id != 0);
11969
11970
1
    if (g.NavWindow != window)
11971
1
       SetNavWindow(window);
11972
11973
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11974
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11975
1
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11976
1
    g.NavId = id;
11977
1
    g.NavLayer = nav_layer;
11978
1
    SetNavFocusScope(g.CurrentFocusScopeId);
11979
1
    window->NavLastIds[nav_layer] = id;
11980
1
    if (g.LastItemData.ID == id)
11981
1
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11982
11983
1
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11984
1
        g.NavDisableMouseHover = true;
11985
0
    else
11986
0
        g.NavDisableHighlight = true;
11987
11988
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11989
1
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11990
1
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11991
1
}
11992
11993
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11994
0
{
11995
0
    if (ImFabs(dx) > ImFabs(dy))
11996
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11997
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11998
0
}
11999
12000
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
12001
0
{
12002
0
    if (cand_max < curr_min)
12003
0
        return cand_max - curr_min;
12004
0
    if (curr_max < cand_min)
12005
0
        return cand_min - curr_max;
12006
0
    return 0.0f;
12007
0
}
12008
12009
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
12010
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
12011
2
{
12012
2
    ImGuiContext& g = *GImGui;
12013
2
    ImGuiWindow* window = g.CurrentWindow;
12014
2
    if (g.NavLayer != window->DC.NavLayerCurrent)
12015
2
        return false;
12016
12017
    // FIXME: Those are not good variables names
12018
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
12019
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
12020
0
    g.NavScoringDebugCount++;
12021
12022
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
12023
0
    if (window->ParentWindow == g.NavWindow)
12024
0
    {
12025
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
12026
0
        if (!window->ClipRect.Overlaps(cand))
12027
0
            return false;
12028
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
12029
0
    }
12030
12031
    // Compute distance between boxes
12032
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
12033
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
12034
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
12035
0
    if (dby != 0.0f && dbx != 0.0f)
12036
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
12037
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
12038
12039
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
12040
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
12041
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
12042
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
12043
12044
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
12045
0
    ImGuiDir quadrant;
12046
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
12047
0
    if (dbx != 0.0f || dby != 0.0f)
12048
0
    {
12049
        // For non-overlapping boxes, use distance between boxes
12050
0
        dax = dbx;
12051
0
        day = dby;
12052
0
        dist_axial = dist_box;
12053
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
12054
0
    }
12055
0
    else if (dcx != 0.0f || dcy != 0.0f)
12056
0
    {
12057
        // For overlapping boxes with different centers, use distance between centers
12058
0
        dax = dcx;
12059
0
        day = dcy;
12060
0
        dist_axial = dist_center;
12061
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
12062
0
    }
12063
0
    else
12064
0
    {
12065
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
12066
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
12067
0
    }
12068
12069
0
    const ImGuiDir move_dir = g.NavMoveDir;
12070
#if IMGUI_DEBUG_NAV_SCORING
12071
    char buf[200];
12072
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
12073
    {
12074
        if (quadrant == move_dir)
12075
        {
12076
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
12077
            ImDrawList* draw_list = GetForegroundDrawList(window);
12078
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
12079
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
12080
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
12081
        }
12082
    }
12083
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
12084
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
12085
    if (debug_hovering || debug_tty)
12086
    {
12087
        ImFormatString(buf, IM_ARRAYSIZE(buf),
12088
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
12089
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
12090
        if (debug_hovering)
12091
        {
12092
            ImDrawList* draw_list = GetForegroundDrawList(window);
12093
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
12094
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
12095
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
12096
            draw_list->AddText(cand.Max, ~0U, buf);
12097
        }
12098
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
12099
    }
12100
#endif
12101
12102
    // Is it in the quadrant we're interested in moving to?
12103
0
    bool new_best = false;
12104
0
    if (quadrant == move_dir)
12105
0
    {
12106
        // Does it beat the current best candidate?
12107
0
        if (dist_box < result->DistBox)
12108
0
        {
12109
0
            result->DistBox = dist_box;
12110
0
            result->DistCenter = dist_center;
12111
0
            return true;
12112
0
        }
12113
0
        if (dist_box == result->DistBox)
12114
0
        {
12115
            // Try using distance between center points to break ties
12116
0
            if (dist_center < result->DistCenter)
12117
0
            {
12118
0
                result->DistCenter = dist_center;
12119
0
                new_best = true;
12120
0
            }
12121
0
            else if (dist_center == result->DistCenter)
12122
0
            {
12123
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
12124
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
12125
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
12126
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
12127
0
                    new_best = true;
12128
0
            }
12129
0
        }
12130
0
    }
12131
12132
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
12133
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
12134
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
12135
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
12136
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
12137
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
12138
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
12139
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
12140
0
            {
12141
0
                result->DistAxial = dist_axial;
12142
0
                new_best = true;
12143
0
            }
12144
12145
0
    return new_best;
12146
0
}
12147
12148
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
12149
15
{
12150
15
    ImGuiContext& g = *GImGui;
12151
15
    ImGuiWindow* window = g.CurrentWindow;
12152
15
    result->Window = window;
12153
15
    result->ID = g.LastItemData.ID;
12154
15
    result->FocusScopeId = g.CurrentFocusScopeId;
12155
15
    result->InFlags = g.LastItemData.InFlags;
12156
15
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
12157
15
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
12158
0
    {
12159
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
12160
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
12161
0
    }
12162
15
}
12163
12164
// True when current work location may be scrolled horizontally when moving left / right.
12165
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
12166
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
12167
429k
{
12168
429k
    ImGuiContext& g = *GImGui;
12169
429k
    ImGuiWindow* window = g.CurrentWindow;
12170
429k
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
12171
429k
}
12172
12173
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
12174
// This is called after LastItemData is set, but NextItemData is also still valid.
12175
static void ImGui::NavProcessItem()
12176
108
{
12177
108
    ImGuiContext& g = *GImGui;
12178
108
    ImGuiWindow* window = g.CurrentWindow;
12179
108
    const ImGuiID id = g.LastItemData.ID;
12180
108
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
12181
12182
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
12183
108
    if (window->DC.NavIsScrollPushableX == false)
12184
0
    {
12185
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
12186
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
12187
0
    }
12188
108
    const ImRect nav_bb = g.LastItemData.NavRect;
12189
12190
    // Process Init Request
12191
108
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
12192
15
    {
12193
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
12194
15
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
12195
15
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
12196
15
        {
12197
15
            NavApplyItemToResult(&g.NavInitResult);
12198
15
        }
12199
15
        if (candidate_for_nav_default_focus)
12200
1
        {
12201
1
            g.NavInitRequest = false; // Found a match, clear request
12202
1
            NavUpdateAnyRequestFlag();
12203
1
        }
12204
15
    }
12205
12206
    // Process Move Request (scoring for navigation)
12207
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
12208
108
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
12209
2
    {
12210
2
        if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0)
12211
2
        {
12212
2
            const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
12213
2
            if (is_tabbing)
12214
0
            {
12215
0
                NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
12216
0
            }
12217
2
            else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
12218
2
            {
12219
2
                ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
12220
2
                if (NavScoreItem(result))
12221
0
                    NavApplyItemToResult(result);
12222
12223
                // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
12224
2
                const float VISIBLE_RATIO = 0.70f;
12225
2
                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
12226
0
                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
12227
0
                        if (NavScoreItem(&g.NavMoveResultLocalVisible))
12228
0
                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);
12229
2
            }
12230
2
        }
12231
2
    }
12232
12233
    // Update information for currently focused/navigated item
12234
108
    if (g.NavId == id)
12235
80
    {
12236
80
        if (g.NavWindow != window)
12237
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
12238
80
        g.NavLayer = window->DC.NavLayerCurrent;
12239
80
        SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
12240
80
        g.NavFocusScopeId = g.CurrentFocusScopeId;
12241
80
        g.NavIdIsAlive = true;
12242
80
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
12243
0
        {
12244
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
12245
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
12246
0
        }
12247
80
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
12248
80
    }
12249
108
}
12250
12251
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
12252
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
12253
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
12254
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
12255
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
12256
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
12257
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
12258
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
12259
0
{
12260
0
    ImGuiContext& g = *GImGui;
12261
12262
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
12263
0
    {
12264
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
12265
0
            return;
12266
0
        if (g.NavFocusScopeId != g.CurrentFocusScopeId)
12267
0
            return;
12268
0
    }
12269
12270
    // - Can always land on an item when using API call.
12271
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
12272
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
12273
0
    bool can_stop;
12274
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
12275
0
        can_stop = true;
12276
0
    else
12277
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
12278
12279
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
12280
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
12281
0
    if (g.NavTabbingDir == +1)
12282
0
    {
12283
        // Tab Forward or SetKeyboardFocusHere() with >= 0
12284
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
12285
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12286
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
12287
0
            NavMoveRequestResolveWithLastItem(result);
12288
0
        else if (g.NavId == id)
12289
0
            g.NavTabbingCounter = 1;
12290
0
    }
12291
0
    else if (g.NavTabbingDir == -1)
12292
0
    {
12293
        // Tab Backward
12294
0
        if (g.NavId == id)
12295
0
        {
12296
0
            if (result->ID)
12297
0
            {
12298
0
                g.NavMoveScoringItems = false;
12299
0
                NavUpdateAnyRequestFlag();
12300
0
            }
12301
0
        }
12302
0
        else if (can_stop)
12303
0
        {
12304
            // Keep applying until reaching NavId
12305
0
            NavApplyItemToResult(result);
12306
0
        }
12307
0
    }
12308
0
    else if (g.NavTabbingDir == 0)
12309
0
    {
12310
0
        if (can_stop && g.NavId == id)
12311
0
            NavMoveRequestResolveWithLastItem(result);
12312
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
12313
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12314
0
    }
12315
0
}
12316
12317
bool ImGui::NavMoveRequestButNoResultYet()
12318
1.19k
{
12319
1.19k
    ImGuiContext& g = *GImGui;
12320
1.19k
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
12321
1.19k
}
12322
12323
// FIXME: ScoringRect is not set
12324
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12325
18
{
12326
18
    ImGuiContext& g = *GImGui;
12327
18
    IM_ASSERT(g.NavWindow != NULL);
12328
12329
18
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
12330
1
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
12331
12332
18
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
12333
18
    g.NavMoveDir = move_dir;
12334
18
    g.NavMoveDirForDebug = move_dir;
12335
18
    g.NavMoveClipDir = clip_dir;
12336
18
    g.NavMoveFlags = move_flags;
12337
18
    g.NavMoveScrollFlags = scroll_flags;
12338
18
    g.NavMoveForwardToNextFrame = false;
12339
18
    g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
12340
18
    g.NavMoveResultLocal.Clear();
12341
18
    g.NavMoveResultLocalVisible.Clear();
12342
18
    g.NavMoveResultOther.Clear();
12343
18
    g.NavTabbingCounter = 0;
12344
18
    g.NavTabbingResultFirst.Clear();
12345
18
    NavUpdateAnyRequestFlag();
12346
18
}
12347
12348
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
12349
0
{
12350
0
    ImGuiContext& g = *GImGui;
12351
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
12352
0
    NavApplyItemToResult(result);
12353
0
    NavUpdateAnyRequestFlag();
12354
0
}
12355
12356
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
12357
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
12358
0
{
12359
0
    ImGuiContext& g = *GImGui;
12360
0
    g.NavMoveScoringItems = false;
12361
0
    g.LastItemData.ID = tree_node_data->ID;
12362
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
12363
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
12364
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
12365
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12366
0
    NavUpdateAnyRequestFlag();
12367
0
}
12368
12369
void ImGui::NavMoveRequestCancel()
12370
13
{
12371
13
    ImGuiContext& g = *GImGui;
12372
13
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12373
13
    NavUpdateAnyRequestFlag();
12374
13
}
12375
12376
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
12377
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12378
0
{
12379
0
    ImGuiContext& g = *GImGui;
12380
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
12381
0
    NavMoveRequestCancel();
12382
0
    g.NavMoveForwardToNextFrame = true;
12383
0
    g.NavMoveDir = move_dir;
12384
0
    g.NavMoveClipDir = clip_dir;
12385
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
12386
0
    g.NavMoveScrollFlags = scroll_flags;
12387
0
}
12388
12389
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
12390
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
12391
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
12392
0
{
12393
0
    ImGuiContext& g = *GImGui;
12394
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
12395
12396
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
12397
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
12398
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
12399
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
12400
0
}
12401
12402
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
12403
// This way we could find the last focused window among our children. It would be much less confusing this way?
12404
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
12405
464
{
12406
464
    ImGuiWindow* parent = nav_window;
12407
888
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12408
424
        parent = parent->ParentWindow;
12409
464
    if (parent && parent != nav_window)
12410
424
        parent->NavLastChildNavWindow = nav_window;
12411
464
}
12412
12413
// Restore the last focused child.
12414
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
12415
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
12416
0
{
12417
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
12418
0
        return window->NavLastChildNavWindow;
12419
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12420
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12421
0
            return tab->Window;
12422
0
    return window;
12423
0
}
12424
12425
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12426
14
{
12427
14
    ImGuiContext& g = *GImGui;
12428
14
    if (layer == ImGuiNavLayer_Main)
12429
0
    {
12430
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12431
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12432
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12433
0
        if (prev_nav_window)
12434
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12435
0
    }
12436
14
    ImGuiWindow* window = g.NavWindow;
12437
14
    if (window->NavLastIds[layer] != 0)
12438
0
    {
12439
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12440
0
    }
12441
14
    else
12442
14
    {
12443
14
        g.NavLayer = layer;
12444
14
        NavInitWindow(window, true);
12445
14
    }
12446
14
}
12447
12448
void ImGui::NavRestoreHighlightAfterMove()
12449
56
{
12450
56
    ImGuiContext& g = *GImGui;
12451
56
    g.NavDisableHighlight = false;
12452
56
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12453
56
}
12454
12455
static inline void ImGui::NavUpdateAnyRequestFlag()
12456
142k
{
12457
142k
    ImGuiContext& g = *GImGui;
12458
142k
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12459
142k
    if (g.NavAnyRequest)
12460
142k
        IM_ASSERT(g.NavWindow != NULL);
12461
142k
}
12462
12463
// This needs to be called before we submit any widget (aka in or before Begin)
12464
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12465
16
{
12466
    // FIXME: ChildWindow test here is wrong for docking
12467
16
    ImGuiContext& g = *GImGui;
12468
16
    IM_ASSERT(window == g.NavWindow);
12469
12470
16
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12471
0
    {
12472
0
        g.NavId = 0;
12473
0
        SetNavFocusScope(window->NavRootFocusScopeId);
12474
0
        return;
12475
0
    }
12476
12477
16
    bool init_for_nav = false;
12478
16
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12479
16
        init_for_nav = true;
12480
16
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12481
16
    if (init_for_nav)
12482
16
    {
12483
16
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12484
16
        g.NavInitRequest = true;
12485
16
        g.NavInitRequestFromMove = false;
12486
16
        g.NavInitResult.ID = 0;
12487
16
        NavUpdateAnyRequestFlag();
12488
16
    }
12489
0
    else
12490
0
    {
12491
0
        g.NavId = window->NavLastIds[0];
12492
0
        SetNavFocusScope(window->NavRootFocusScopeId);
12493
0
    }
12494
16
}
12495
12496
static ImVec2 ImGui::NavCalcPreferredRefPos()
12497
0
{
12498
0
    ImGuiContext& g = *GImGui;
12499
0
    ImGuiWindow* window = g.NavWindow;
12500
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12501
0
    {
12502
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12503
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12504
        // In theory we could move that +1.0f offset in OpenPopupEx()
12505
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12506
0
        return ImVec2(p.x + 1.0f, p.y);
12507
0
    }
12508
0
    else
12509
0
    {
12510
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12511
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12512
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12513
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12514
0
        {
12515
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12516
0
            rect_rel.Translate(window->Scroll - next_scroll);
12517
0
        }
12518
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12519
0
        ImGuiViewport* viewport = window->Viewport;
12520
0
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12521
0
    }
12522
0
}
12523
12524
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12525
0
{
12526
0
    ImGuiContext& g = *GImGui;
12527
0
    float repeat_delay, repeat_rate;
12528
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12529
12530
0
    ImGuiKey key_less, key_more;
12531
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12532
0
    {
12533
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12534
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12535
0
    }
12536
0
    else
12537
0
    {
12538
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12539
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12540
0
    }
12541
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12542
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12543
0
        amount = 0.0f;
12544
0
    return amount;
12545
0
}
12546
12547
static void ImGui::NavUpdate()
12548
140k
{
12549
140k
    ImGuiContext& g = *GImGui;
12550
140k
    ImGuiIO& io = g.IO;
12551
12552
140k
    io.WantSetMousePos = false;
12553
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12554
12555
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12556
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12557
140k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12558
140k
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12559
140k
    if (nav_gamepad_active)
12560
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12561
0
            if (IsKeyDown(key))
12562
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12563
140k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12564
140k
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12565
140k
    if (nav_keyboard_active)
12566
140k
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12567
984k
            if (IsKeyDown(key))
12568
30.9k
                g.NavInputSource = ImGuiInputSource_Keyboard;
12569
12570
    // Process navigation init request (select first/default focus)
12571
140k
    g.NavJustMovedToId = 0;
12572
140k
    if (g.NavInitResult.ID != 0)
12573
15
        NavInitRequestApplyResult();
12574
140k
    g.NavInitRequest = false;
12575
140k
    g.NavInitRequestFromMove = false;
12576
140k
    g.NavInitResult.ID = 0;
12577
12578
    // Process navigation move request
12579
140k
    if (g.NavMoveSubmitted)
12580
5
        NavMoveRequestApplyResult();
12581
140k
    g.NavTabbingCounter = 0;
12582
140k
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12583
12584
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12585
140k
    bool set_mouse_pos = false;
12586
140k
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12587
25
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12588
25
            set_mouse_pos = true;
12589
140k
    g.NavMousePosDirty = false;
12590
140k
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12591
12592
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12593
140k
    if (g.NavWindow)
12594
464
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12595
140k
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12596
22
        g.NavWindow->NavLastChildNavWindow = NULL;
12597
12598
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12599
140k
    NavUpdateWindowing();
12600
12601
    // Set output flags for user application
12602
140k
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12603
140k
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12604
12605
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12606
140k
    NavUpdateCancelRequest();
12607
12608
    // Process manual activation request
12609
140k
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12610
140k
    g.NavActivateFlags = ImGuiActivateFlags_None;
12611
140k
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12612
102
    {
12613
102
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None));
12614
102
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)));
12615
102
        const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None));
12616
102
        const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)));
12617
102
        if (g.ActiveId == 0 && activate_pressed)
12618
0
        {
12619
0
            g.NavActivateId = g.NavId;
12620
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12621
0
        }
12622
102
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12623
1
        {
12624
1
            g.NavActivateId = g.NavId;
12625
1
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12626
1
        }
12627
102
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12628
34
            g.NavActivateDownId = g.NavId;
12629
102
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12630
1
        {
12631
1
            g.NavActivatePressedId = g.NavId;
12632
1
            NavHighlightActivated(g.NavId);
12633
1
        }
12634
102
    }
12635
140k
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12636
0
        g.NavDisableHighlight = true;
12637
140k
    if (g.NavActivateId != 0)
12638
140k
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12639
12640
    // Highlight
12641
140k
    if (g.NavHighlightActivatedTimer > 0.0f)
12642
7
        g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime);
12643
140k
    if (g.NavHighlightActivatedTimer == 0.0f)
12644
140k
        g.NavHighlightActivatedId = 0;
12645
12646
    // Process programmatic activation request
12647
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12648
140k
    if (g.NavNextActivateId != 0)
12649
0
    {
12650
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12651
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12652
0
    }
12653
140k
    g.NavNextActivateId = 0;
12654
12655
    // Process move requests
12656
140k
    NavUpdateCreateMoveRequest();
12657
140k
    if (g.NavMoveDir == ImGuiDir_None)
12658
140k
        NavUpdateCreateTabbingRequest();
12659
140k
    NavUpdateAnyRequestFlag();
12660
140k
    g.NavIdIsAlive = false;
12661
12662
    // Scrolling
12663
140k
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12664
464
    {
12665
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12666
464
        ImGuiWindow* window = g.NavWindow;
12667
464
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12668
464
        const ImGuiDir move_dir = g.NavMoveDir;
12669
464
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12670
15
        {
12671
15
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12672
8
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12673
15
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12674
7
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12675
15
        }
12676
12677
        // *Normal* Manual scroll with LStick
12678
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12679
464
        if (nav_gamepad_active)
12680
0
        {
12681
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12682
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12683
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12684
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12685
0
            if (scroll_dir.y != 0.0f)
12686
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12687
0
        }
12688
464
    }
12689
12690
    // Always prioritize mouse highlight if navigation is disabled
12691
140k
    if (!nav_keyboard_active && !nav_gamepad_active)
12692
0
    {
12693
0
        g.NavDisableHighlight = true;
12694
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12695
0
    }
12696
12697
    // Update mouse position if requested
12698
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12699
140k
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12700
0
        TeleportMousePos(NavCalcPreferredRefPos());
12701
12702
    // [DEBUG]
12703
140k
    g.NavScoringDebugCount = 0;
12704
#if IMGUI_DEBUG_NAV_RECTS
12705
    if (ImGuiWindow* debug_window = g.NavWindow)
12706
    {
12707
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12708
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12709
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12710
    }
12711
#endif
12712
140k
}
12713
12714
void ImGui::NavInitRequestApplyResult()
12715
15
{
12716
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12717
15
    ImGuiContext& g = *GImGui;
12718
15
    if (!g.NavWindow)
12719
12
        return;
12720
12721
3
    ImGuiNavItemData* result = &g.NavInitResult;
12722
3
    if (g.NavId != result->ID)
12723
2
    {
12724
2
        g.NavJustMovedToId = result->ID;
12725
2
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12726
2
        g.NavJustMovedToKeyMods = 0;
12727
2
    }
12728
12729
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12730
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12731
3
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12732
3
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12733
3
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12734
3
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12735
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12736
3
    if (g.NavInitRequestFromMove)
12737
0
        NavRestoreHighlightAfterMove();
12738
3
}
12739
12740
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12741
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12742
17
{
12743
    // Bias initial rect
12744
17
    ImGuiContext& g = *GImGui;
12745
17
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12746
12747
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12748
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12749
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12750
17
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12751
17
    {
12752
17
        if (preferred_pos_rel.x == FLT_MAX)
12753
8
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12754
17
        if (preferred_pos_rel.y == FLT_MAX)
12755
4
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12756
17
    }
12757
12758
    // Apply general bias on the other axis
12759
17
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12760
9
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12761
8
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12762
8
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12763
17
}
12764
12765
void ImGui::NavUpdateCreateMoveRequest()
12766
140k
{
12767
140k
    ImGuiContext& g = *GImGui;
12768
140k
    ImGuiIO& io = g.IO;
12769
140k
    ImGuiWindow* window = g.NavWindow;
12770
140k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12771
140k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12772
12773
140k
    if (g.NavMoveForwardToNextFrame && window != NULL)
12774
0
    {
12775
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12776
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12777
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12778
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12779
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12780
0
    }
12781
140k
    else
12782
140k
    {
12783
        // Initiate directional inputs request
12784
140k
        g.NavMoveDir = ImGuiDir_None;
12785
140k
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12786
140k
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12787
140k
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12788
464
        {
12789
464
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
12790
464
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12791
464
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12792
464
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12793
464
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12794
464
        }
12795
140k
        g.NavMoveClipDir = g.NavMoveDir;
12796
140k
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12797
140k
    }
12798
12799
    // Update PageUp/PageDown/Home/End scroll
12800
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12801
140k
    float scoring_rect_offset_y = 0.0f;
12802
140k
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12803
447
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12804
140k
    if (scoring_rect_offset_y != 0.0f)
12805
0
    {
12806
0
        g.NavScoringNoClipRect = window->InnerRect;
12807
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12808
0
    }
12809
12810
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12811
#if IMGUI_DEBUG_NAV_SCORING
12812
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12813
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12814
    if (io.KeyCtrl)
12815
    {
12816
        if (g.NavMoveDir == ImGuiDir_None)
12817
            g.NavMoveDir = g.NavMoveDirForDebug;
12818
        g.NavMoveClipDir = g.NavMoveDir;
12819
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12820
    }
12821
#endif
12822
12823
    // Submit
12824
140k
    g.NavMoveForwardToNextFrame = false;
12825
140k
    if (g.NavMoveDir != ImGuiDir_None)
12826
17
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12827
12828
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12829
140k
    if (g.NavMoveSubmitted && g.NavId == 0)
12830
14
    {
12831
14
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12832
14
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12833
14
        g.NavInitResult.ID = 0;
12834
14
        g.NavDisableHighlight = false;
12835
14
    }
12836
12837
    // When using gamepad, we project the reference nav bounding box into window visible area.
12838
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12839
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12840
140k
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12841
0
    {
12842
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12843
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12844
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12845
12846
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12847
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12848
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12849
12850
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12851
0
        {
12852
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12853
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12854
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12855
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12856
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12857
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12858
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12859
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12860
0
            g.NavId = 0;
12861
0
        }
12862
0
    }
12863
12864
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12865
140k
    ImRect scoring_rect;
12866
140k
    if (window != NULL)
12867
464
    {
12868
464
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12869
464
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12870
464
        scoring_rect.TranslateY(scoring_rect_offset_y);
12871
464
        if (g.NavMoveSubmitted)
12872
17
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12873
464
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12874
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12875
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12876
464
    }
12877
140k
    g.NavScoringRect = scoring_rect;
12878
140k
    g.NavScoringNoClipRect.Add(scoring_rect);
12879
140k
}
12880
12881
void ImGui::NavUpdateCreateTabbingRequest()
12882
140k
{
12883
140k
    ImGuiContext& g = *GImGui;
12884
140k
    ImGuiWindow* window = g.NavWindow;
12885
140k
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12886
140k
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12887
140k
        return;
12888
12889
447
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12890
447
    if (!tab_pressed)
12891
446
        return;
12892
12893
    // Initiate tabbing request
12894
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12895
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12896
1
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12897
1
    if (nav_keyboard_active)
12898
1
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12899
0
    else
12900
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12901
1
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12902
1
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12903
1
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12904
1
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12905
1
    g.NavTabbingCounter = -1;
12906
1
}
12907
12908
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12909
void ImGui::NavMoveRequestApplyResult()
12910
5
{
12911
5
    ImGuiContext& g = *GImGui;
12912
#if IMGUI_DEBUG_NAV_SCORING
12913
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12914
        return;
12915
#endif
12916
12917
    // Select which result to use
12918
5
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12919
12920
    // Tabbing forward wrap
12921
5
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12922
1
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12923
0
            result = &g.NavTabbingResultFirst;
12924
12925
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12926
5
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12927
5
    if (result == NULL)
12928
5
    {
12929
5
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12930
1
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12931
5
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12932
0
            NavRestoreHighlightAfterMove();
12933
5
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12934
5
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12935
5
        return;
12936
5
    }
12937
12938
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12939
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12940
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12941
0
            result = &g.NavMoveResultLocalVisible;
12942
12943
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12944
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12945
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12946
0
            result = &g.NavMoveResultOther;
12947
0
    IM_ASSERT(g.NavWindow && result->Window);
12948
12949
    // Scroll to keep newly navigated item fully into view.
12950
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12951
0
    {
12952
0
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12953
0
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12954
12955
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12956
0
        {
12957
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12958
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12959
0
            SetScrollY(result->Window, scroll_target);
12960
0
        }
12961
0
    }
12962
12963
0
    if (g.NavWindow != result->Window)
12964
0
    {
12965
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12966
0
        g.NavWindow = result->Window;
12967
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12968
0
    }
12969
12970
    // FIXME: Could become optional e.g. ImGuiNavMoveFlags_NoClearActiveId if we later want to apply navigation requests without altering active input.
12971
0
    if (g.ActiveId != result->ID)
12972
0
        ClearActiveID();
12973
12974
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12975
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12976
0
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12977
0
    {
12978
0
        g.NavJustMovedToId = result->ID;
12979
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12980
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12981
0
    }
12982
12983
    // Apply new NavID/Focus
12984
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12985
0
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12986
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12987
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12988
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12989
12990
    // Restore last preferred position for current axis
12991
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12992
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
12993
0
    {
12994
0
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12995
0
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12996
0
    }
12997
12998
    // Tabbing: Activates Inputable, otherwise only Focus
12999
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
13000
0
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
13001
13002
    // Activate
13003
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
13004
0
    {
13005
0
        g.NavNextActivateId = result->ID;
13006
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
13007
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
13008
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
13009
0
    }
13010
13011
    // Enable nav highlight
13012
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
13013
0
        NavRestoreHighlightAfterMove();
13014
0
}
13015
13016
// Process NavCancel input (to close a popup, get back to parent, clear focus)
13017
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
13018
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
13019
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
13020
static void ImGui::NavUpdateCancelRequest()
13021
140k
{
13022
140k
    ImGuiContext& g = *GImGui;
13023
140k
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13024
140k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13025
140k
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
13026
138k
        return;
13027
13028
2.12k
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
13029
2.12k
    if (g.ActiveId != 0)
13030
0
    {
13031
0
        ClearActiveID();
13032
0
    }
13033
2.12k
    else if (g.NavLayer != ImGuiNavLayer_Main)
13034
0
    {
13035
        // Leave the "menu" layer
13036
0
        NavRestoreLayer(ImGuiNavLayer_Main);
13037
0
        NavRestoreHighlightAfterMove();
13038
0
    }
13039
2.12k
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow)
13040
42
    {
13041
        // Exit child window
13042
42
        ImGuiWindow* child_window = g.NavWindow->RootWindowForNav;
13043
42
        ImGuiWindow* parent_window = child_window->ParentWindow;
13044
42
        IM_ASSERT(child_window->ChildId != 0);
13045
42
        FocusWindow(parent_window);
13046
42
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect()));
13047
42
        NavRestoreHighlightAfterMove();
13048
42
    }
13049
2.07k
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
13050
0
    {
13051
        // Close open popup/menu
13052
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
13053
0
    }
13054
2.07k
    else
13055
2.07k
    {
13056
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
13057
2.07k
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
13058
0
            g.NavWindow->NavLastIds[0] = 0;
13059
2.07k
        g.NavId = 0;
13060
2.07k
    }
13061
2.12k
}
13062
13063
// Handle PageUp/PageDown/Home/End keys
13064
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
13065
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
13066
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
13067
static float ImGui::NavUpdatePageUpPageDown()
13068
447
{
13069
447
    ImGuiContext& g = *GImGui;
13070
447
    ImGuiWindow* window = g.NavWindow;
13071
447
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
13072
0
        return 0.0f;
13073
13074
447
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
13075
447
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
13076
447
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
13077
447
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
13078
447
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
13079
427
        return 0.0f;
13080
13081
20
    if (g.NavLayer != ImGuiNavLayer_Main)
13082
0
        NavRestoreLayer(ImGuiNavLayer_Main);
13083
13084
20
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
13085
20
    {
13086
        // Fallback manual-scroll when window has no navigable item
13087
20
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
13088
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
13089
20
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
13090
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
13091
20
        else if (home_pressed)
13092
0
            SetScrollY(window, 0.0f);
13093
20
        else if (end_pressed)
13094
0
            SetScrollY(window, window->ScrollMax.y);
13095
20
    }
13096
0
    else
13097
0
    {
13098
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
13099
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
13100
0
        float nav_scoring_rect_offset_y = 0.0f;
13101
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
13102
0
        {
13103
0
            nav_scoring_rect_offset_y = -page_offset_y;
13104
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
13105
0
            g.NavMoveClipDir = ImGuiDir_Up;
13106
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
13107
0
        }
13108
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
13109
0
        {
13110
0
            nav_scoring_rect_offset_y = +page_offset_y;
13111
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
13112
0
            g.NavMoveClipDir = ImGuiDir_Down;
13113
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
13114
0
        }
13115
0
        else if (home_pressed)
13116
0
        {
13117
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
13118
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
13119
            // Preserve current horizontal position if we have any.
13120
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
13121
0
            if (nav_rect_rel.IsInverted())
13122
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
13123
0
            g.NavMoveDir = ImGuiDir_Down;
13124
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
13125
            // FIXME-NAV: MoveClipDir left to _None, intentional?
13126
0
        }
13127
0
        else if (end_pressed)
13128
0
        {
13129
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
13130
0
            if (nav_rect_rel.IsInverted())
13131
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
13132
0
            g.NavMoveDir = ImGuiDir_Up;
13133
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
13134
            // FIXME-NAV: MoveClipDir left to _None, intentional?
13135
0
        }
13136
0
        return nav_scoring_rect_offset_y;
13137
0
    }
13138
20
    return 0.0f;
13139
20
}
13140
13141
static void ImGui::NavEndFrame()
13142
140k
{
13143
140k
    ImGuiContext& g = *GImGui;
13144
13145
    // Show CTRL+TAB list window
13146
140k
    if (g.NavWindowingTarget != NULL)
13147
0
        NavUpdateWindowingOverlay();
13148
13149
    // Perform wrap-around in menus
13150
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
13151
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
13152
140k
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
13153
0
        NavUpdateCreateWrappingRequest();
13154
140k
}
13155
13156
static void ImGui::NavUpdateCreateWrappingRequest()
13157
0
{
13158
0
    ImGuiContext& g = *GImGui;
13159
0
    ImGuiWindow* window = g.NavWindow;
13160
13161
0
    bool do_forward = false;
13162
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
13163
0
    ImGuiDir clip_dir = g.NavMoveDir;
13164
13165
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
13166
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
13167
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
13168
0
    {
13169
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
13170
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
13171
0
        {
13172
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
13173
0
            clip_dir = ImGuiDir_Up;
13174
0
        }
13175
0
        do_forward = true;
13176
0
    }
13177
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
13178
0
    {
13179
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
13180
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
13181
0
        {
13182
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
13183
0
            clip_dir = ImGuiDir_Down;
13184
0
        }
13185
0
        do_forward = true;
13186
0
    }
13187
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
13188
0
    {
13189
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
13190
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
13191
0
        {
13192
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
13193
0
            clip_dir = ImGuiDir_Left;
13194
0
        }
13195
0
        do_forward = true;
13196
0
    }
13197
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
13198
0
    {
13199
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
13200
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
13201
0
        {
13202
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
13203
0
            clip_dir = ImGuiDir_Right;
13204
0
        }
13205
0
        do_forward = true;
13206
0
    }
13207
0
    if (!do_forward)
13208
0
        return;
13209
0
    window->NavRectRel[g.NavLayer] = bb_rel;
13210
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
13211
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
13212
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
13213
0
}
13214
13215
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
13216
0
{
13217
0
    ImGuiContext& g = *GImGui;
13218
0
    IM_UNUSED(g);
13219
0
    int order = window->FocusOrder;
13220
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
13221
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
13222
0
    return order;
13223
0
}
13224
13225
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
13226
0
{
13227
0
    ImGuiContext& g = *GImGui;
13228
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
13229
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
13230
0
            return g.WindowsFocusOrder[i];
13231
0
    return NULL;
13232
0
}
13233
13234
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
13235
0
{
13236
0
    ImGuiContext& g = *GImGui;
13237
0
    IM_ASSERT(g.NavWindowingTarget);
13238
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
13239
0
        return;
13240
13241
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
13242
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
13243
0
    if (!window_target)
13244
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
13245
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
13246
0
    {
13247
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
13248
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13249
0
    }
13250
0
    g.NavWindowingToggleLayer = false;
13251
0
}
13252
13253
// Windowing management mode
13254
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
13255
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
13256
static void ImGui::NavUpdateWindowing()
13257
140k
{
13258
140k
    ImGuiContext& g = *GImGui;
13259
140k
    ImGuiIO& io = g.IO;
13260
13261
140k
    ImGuiWindow* apply_focus_window = NULL;
13262
140k
    bool apply_toggle_layer = false;
13263
13264
140k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
13265
140k
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
13266
140k
    if (!allow_windowing)
13267
0
        g.NavWindowingTarget = NULL;
13268
13269
    // Fade out
13270
140k
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
13271
0
    {
13272
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
13273
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
13274
0
            g.NavWindowingTargetAnim = NULL;
13275
0
    }
13276
13277
    // Start CTRL+Tab or Square+L/R window selection
13278
    // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
13279
140k
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
13280
140k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13281
140k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13282
140k
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13283
140k
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13284
140k
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
13285
140k
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
13286
140k
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
13287
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
13288
0
        {
13289
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
13290
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
13291
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13292
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
13293
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
13294
13295
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
13296
0
            if (keyboard_next_window || keyboard_prev_window)
13297
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
13298
0
        }
13299
13300
    // Gamepad update
13301
140k
    g.NavWindowingTimer += io.DeltaTime;
13302
140k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
13303
0
    {
13304
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
13305
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
13306
13307
        // Select window to focus
13308
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
13309
0
        if (focus_change_dir != 0)
13310
0
        {
13311
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
13312
0
            g.NavWindowingHighlightAlpha = 1.0f;
13313
0
        }
13314
13315
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
13316
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
13317
0
        {
13318
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
13319
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
13320
0
                apply_toggle_layer = true;
13321
0
            else if (!g.NavWindowingToggleLayer)
13322
0
                apply_focus_window = g.NavWindowingTarget;
13323
0
            g.NavWindowingTarget = NULL;
13324
0
        }
13325
0
    }
13326
13327
    // Keyboard: Focus
13328
140k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
13329
0
    {
13330
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
13331
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
13332
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
13333
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
13334
0
        if (keyboard_next_window || keyboard_prev_window)
13335
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
13336
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
13337
0
            apply_focus_window = g.NavWindowingTarget;
13338
0
    }
13339
13340
    // Keyboard: Press and Release ALT to toggle menu layer
13341
140k
    const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
13342
140k
    for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
13343
281k
        if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_None))
13344
1.22k
        {
13345
1.22k
            g.NavWindowingToggleLayer = true;
13346
1.22k
            g.NavWindowingToggleKey = windowing_toggle_key;
13347
1.22k
            g.NavInputSource = ImGuiInputSource_Keyboard;
13348
1.22k
            break;
13349
1.22k
        }
13350
140k
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
13351
6.86k
    {
13352
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
13353
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
13354
        // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl).
13355
        // We cancel toggling nav layer if an owner has claimed the key.
13356
6.86k
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
13357
81
            g.NavWindowingToggleLayer = false;
13358
6.86k
        if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
13359
0
            g.NavWindowingToggleLayer = false;
13360
13361
        // Apply layer toggle on Alt release
13362
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
13363
6.86k
        if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer)
13364
160
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
13365
160
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
13366
160
                    apply_toggle_layer = true;
13367
6.86k
        if (!IsKeyDown(g.NavWindowingToggleKey))
13368
1.06k
            g.NavWindowingToggleLayer = false;
13369
6.86k
    }
13370
13371
    // Move window
13372
140k
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
13373
0
    {
13374
0
        ImVec2 nav_move_dir;
13375
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
13376
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
13377
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
13378
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
13379
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
13380
0
        {
13381
0
            const float NAV_MOVE_SPEED = 800.0f;
13382
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
13383
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
13384
0
            g.NavDisableMouseHover = true;
13385
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
13386
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
13387
0
            {
13388
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
13389
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
13390
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
13391
0
            }
13392
0
        }
13393
0
    }
13394
13395
    // Apply final focus
13396
140k
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
13397
0
    {
13398
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
13399
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
13400
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
13401
0
        ClearActiveID();
13402
0
        NavRestoreHighlightAfterMove();
13403
0
        ClosePopupsOverWindow(apply_focus_window, false);
13404
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
13405
0
        apply_focus_window = g.NavWindow;
13406
0
        if (apply_focus_window->NavLastIds[0] == 0)
13407
0
            NavInitWindow(apply_focus_window, false);
13408
13409
        // If the window has ONLY a menu layer (no main layer), select it directly
13410
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
13411
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
13412
        // the target window as already been previewed once.
13413
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
13414
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
13415
        // won't be valid.
13416
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
13417
0
            g.NavLayer = ImGuiNavLayer_Menu;
13418
13419
        // Request OS level focus
13420
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
13421
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
13422
0
    }
13423
140k
    if (apply_focus_window)
13424
0
        g.NavWindowingTarget = NULL;
13425
13426
    // Apply menu/layer toggle
13427
140k
    if (apply_toggle_layer && g.NavWindow)
13428
14
    {
13429
14
        ClearActiveID();
13430
13431
        // Move to parent menu if necessary
13432
14
        ImGuiWindow* new_nav_window = g.NavWindow;
13433
28
        while (new_nav_window->ParentWindow
13434
28
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13435
28
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13436
28
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13437
14
            new_nav_window = new_nav_window->ParentWindow;
13438
14
        if (new_nav_window != g.NavWindow)
13439
14
        {
13440
14
            ImGuiWindow* old_nav_window = g.NavWindow;
13441
14
            FocusWindow(new_nav_window);
13442
14
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13443
14
        }
13444
13445
        // Toggle layer
13446
14
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13447
14
        if (new_nav_layer != g.NavLayer)
13448
14
        {
13449
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13450
14
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13451
14
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13452
14
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13453
14
            NavRestoreLayer(new_nav_layer);
13454
14
            NavRestoreHighlightAfterMove();
13455
14
        }
13456
14
    }
13457
140k
}
13458
13459
// Window has already passed the IsWindowNavFocusable()
13460
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13461
0
{
13462
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13463
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13464
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13465
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13466
0
    if (window->DockNodeAsHost)
13467
0
        return "(Dock node)"; // Not normally shown to user.
13468
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13469
0
}
13470
13471
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13472
void ImGui::NavUpdateWindowingOverlay()
13473
0
{
13474
0
    ImGuiContext& g = *GImGui;
13475
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13476
13477
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13478
0
        return;
13479
13480
0
    if (g.NavWindowingListWindow == NULL)
13481
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13482
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13483
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13484
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13485
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13486
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13487
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13488
0
    {
13489
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13490
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13491
0
        if (!IsWindowNavFocusable(window))
13492
0
            continue;
13493
0
        const char* label = window->Name;
13494
0
        if (label == FindRenderedTextEnd(label))
13495
0
            label = GetFallbackWindowNameForWindowingList(window);
13496
0
        Selectable(label, g.NavWindowingTarget == window);
13497
0
    }
13498
0
    End();
13499
0
    PopStyleVar();
13500
0
}
13501
13502
13503
//-----------------------------------------------------------------------------
13504
// [SECTION] DRAG AND DROP
13505
//-----------------------------------------------------------------------------
13506
13507
bool ImGui::IsDragDropActive()
13508
0
{
13509
0
    ImGuiContext& g = *GImGui;
13510
0
    return g.DragDropActive;
13511
0
}
13512
13513
void ImGui::ClearDragDrop()
13514
0
{
13515
0
    ImGuiContext& g = *GImGui;
13516
0
    g.DragDropActive = false;
13517
0
    g.DragDropPayload.Clear();
13518
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13519
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13520
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13521
0
    g.DragDropAcceptFrameCount = -1;
13522
13523
0
    g.DragDropPayloadBufHeap.clear();
13524
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13525
0
}
13526
13527
bool ImGui::BeginTooltipHidden()
13528
0
{
13529
0
    ImGuiContext& g = *GImGui;
13530
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13531
0
    SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow);
13532
0
    return ret;
13533
0
}
13534
13535
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13536
// If the item has an identifier:
13537
// - This assume/require the item to be activated (typically via ButtonBehavior).
13538
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13539
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13540
// If the item has no identifier:
13541
// - Currently always assume left mouse button.
13542
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13543
3
{
13544
3
    ImGuiContext& g = *GImGui;
13545
3
    ImGuiWindow* window = g.CurrentWindow;
13546
13547
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13548
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13549
3
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13550
13551
3
    bool source_drag_active = false;
13552
3
    ImGuiID source_id = 0;
13553
3
    ImGuiID source_parent_id = 0;
13554
3
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13555
3
    {
13556
3
        source_id = g.LastItemData.ID;
13557
3
        if (source_id != 0)
13558
3
        {
13559
            // Common path: items with ID
13560
3
            if (g.ActiveId != source_id)
13561
0
                return false;
13562
3
            if (g.ActiveIdMouseButton != -1)
13563
0
                mouse_button = g.ActiveIdMouseButton;
13564
3
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13565
0
                return false;
13566
3
            g.ActiveIdAllowOverlap = false;
13567
3
        }
13568
0
        else
13569
0
        {
13570
            // Uncommon path: items without ID
13571
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13572
0
                return false;
13573
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13574
0
                return false;
13575
13576
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13577
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13578
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13579
0
            {
13580
0
                IM_ASSERT(0);
13581
0
                return false;
13582
0
            }
13583
13584
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13585
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13586
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13587
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13588
            // Rely on keeping other window->LastItemXXX fields intact.
13589
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13590
0
            KeepAliveID(source_id);
13591
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13592
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13593
0
            {
13594
0
                SetActiveID(source_id, window);
13595
0
                FocusWindow(window);
13596
0
            }
13597
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13598
0
                g.ActiveIdAllowOverlap = is_hovered;
13599
0
        }
13600
3
        if (g.ActiveId != source_id)
13601
0
            return false;
13602
3
        source_parent_id = window->IDStack.back();
13603
3
        source_drag_active = IsMouseDragging(mouse_button);
13604
13605
        // Disable navigation and key inputs while dragging + cancel existing request if any
13606
3
        SetActiveIdUsingAllKeyboardKeys();
13607
3
    }
13608
0
    else
13609
0
    {
13610
0
        window = NULL;
13611
0
        source_id = ImHashStr("#SourceExtern");
13612
0
        source_drag_active = true;
13613
0
    }
13614
13615
3
    if (source_drag_active)
13616
0
    {
13617
0
        if (!g.DragDropActive)
13618
0
        {
13619
0
            IM_ASSERT(source_id != 0);
13620
0
            ClearDragDrop();
13621
0
            ImGuiPayload& payload = g.DragDropPayload;
13622
0
            payload.SourceId = source_id;
13623
0
            payload.SourceParentId = source_parent_id;
13624
0
            g.DragDropActive = true;
13625
0
            g.DragDropSourceFlags = flags;
13626
0
            g.DragDropMouseButton = mouse_button;
13627
0
            if (payload.SourceId == g.ActiveId)
13628
0
                g.ActiveIdNoClearOnFocusLoss = true;
13629
0
        }
13630
0
        g.DragDropSourceFrameCount = g.FrameCount;
13631
0
        g.DragDropWithinSource = true;
13632
13633
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13634
0
        {
13635
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13636
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13637
0
            bool ret;
13638
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13639
0
                ret = BeginTooltipHidden();
13640
0
            else
13641
0
                ret = BeginTooltip();
13642
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13643
0
            IM_UNUSED(ret);
13644
0
        }
13645
13646
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13647
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13648
13649
0
        return true;
13650
0
    }
13651
3
    return false;
13652
3
}
13653
13654
void ImGui::EndDragDropSource()
13655
0
{
13656
0
    ImGuiContext& g = *GImGui;
13657
0
    IM_ASSERT(g.DragDropActive);
13658
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13659
13660
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13661
0
        EndTooltip();
13662
13663
    // Discard the drag if have not called SetDragDropPayload()
13664
0
    if (g.DragDropPayload.DataFrameCount == -1)
13665
0
        ClearDragDrop();
13666
0
    g.DragDropWithinSource = false;
13667
0
}
13668
13669
// Use 'cond' to choose to submit payload on drag start or every frame
13670
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13671
0
{
13672
0
    ImGuiContext& g = *GImGui;
13673
0
    ImGuiPayload& payload = g.DragDropPayload;
13674
0
    if (cond == 0)
13675
0
        cond = ImGuiCond_Always;
13676
13677
0
    IM_ASSERT(type != NULL);
13678
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13679
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13680
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13681
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13682
13683
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13684
0
    {
13685
        // Copy payload
13686
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13687
0
        g.DragDropPayloadBufHeap.resize(0);
13688
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13689
0
        {
13690
            // Store in heap
13691
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13692
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13693
0
            memcpy(payload.Data, data, data_size);
13694
0
        }
13695
0
        else if (data_size > 0)
13696
0
        {
13697
            // Store locally
13698
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13699
0
            payload.Data = g.DragDropPayloadBufLocal;
13700
0
            memcpy(payload.Data, data, data_size);
13701
0
        }
13702
0
        else
13703
0
        {
13704
0
            payload.Data = NULL;
13705
0
        }
13706
0
        payload.DataSize = (int)data_size;
13707
0
    }
13708
0
    payload.DataFrameCount = g.FrameCount;
13709
13710
    // Return whether the payload has been accepted
13711
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13712
0
}
13713
13714
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13715
0
{
13716
0
    ImGuiContext& g = *GImGui;
13717
0
    if (!g.DragDropActive)
13718
0
        return false;
13719
13720
0
    ImGuiWindow* window = g.CurrentWindow;
13721
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13722
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13723
0
        return false;
13724
0
    IM_ASSERT(id != 0);
13725
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13726
0
        return false;
13727
0
    if (window->SkipItems)
13728
0
        return false;
13729
13730
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13731
0
    g.DragDropTargetRect = bb;
13732
0
    g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
13733
0
    g.DragDropTargetId = id;
13734
0
    g.DragDropWithinTarget = true;
13735
0
    return true;
13736
0
}
13737
13738
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13739
// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13740
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13741
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13742
bool ImGui::BeginDragDropTarget()
13743
0
{
13744
0
    ImGuiContext& g = *GImGui;
13745
0
    if (!g.DragDropActive)
13746
0
        return false;
13747
13748
0
    ImGuiWindow* window = g.CurrentWindow;
13749
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13750
0
        return false;
13751
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13752
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13753
0
        return false;
13754
13755
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13756
0
    ImGuiID id = g.LastItemData.ID;
13757
0
    if (id == 0)
13758
0
    {
13759
0
        id = window->GetIDFromRectangle(display_rect);
13760
0
        KeepAliveID(id);
13761
0
    }
13762
0
    if (g.DragDropPayload.SourceId == id)
13763
0
        return false;
13764
13765
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13766
0
    g.DragDropTargetRect = display_rect;
13767
0
    g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
13768
0
    g.DragDropTargetId = id;
13769
0
    g.DragDropWithinTarget = true;
13770
0
    return true;
13771
0
}
13772
13773
bool ImGui::IsDragDropPayloadBeingAccepted()
13774
10
{
13775
10
    ImGuiContext& g = *GImGui;
13776
10
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13777
10
}
13778
13779
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13780
0
{
13781
0
    ImGuiContext& g = *GImGui;
13782
0
    ImGuiPayload& payload = g.DragDropPayload;
13783
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13784
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13785
0
    if (type != NULL && !payload.IsDataType(type))
13786
0
        return NULL;
13787
13788
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13789
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13790
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13791
0
    ImRect r = g.DragDropTargetRect;
13792
0
    float r_surface = r.GetWidth() * r.GetHeight();
13793
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13794
0
        return NULL;
13795
13796
0
    g.DragDropAcceptFlags = flags;
13797
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13798
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13799
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13800
13801
    // Render default drop visuals
13802
0
    payload.Preview = was_accepted_previously;
13803
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13804
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13805
0
        RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
13806
13807
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13808
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13809
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13810
0
        return NULL;
13811
13812
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13813
0
    return &payload;
13814
0
}
13815
13816
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13817
void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
13818
0
{
13819
0
    ImGuiContext& g = *GImGui;
13820
0
    ImGuiWindow* window = g.CurrentWindow;
13821
0
    ImRect bb_display = bb;
13822
0
    bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13823
0
    bb_display.Expand(3.5f);
13824
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13825
0
    if (push_clip_rect)
13826
0
        window->DrawList->PushClipRectFullScreen();
13827
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13828
0
    if (push_clip_rect)
13829
0
        window->DrawList->PopClipRect();
13830
0
}
13831
13832
const ImGuiPayload* ImGui::GetDragDropPayload()
13833
0
{
13834
0
    ImGuiContext& g = *GImGui;
13835
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13836
0
}
13837
13838
void ImGui::EndDragDropTarget()
13839
0
{
13840
0
    ImGuiContext& g = *GImGui;
13841
0
    IM_ASSERT(g.DragDropActive);
13842
0
    IM_ASSERT(g.DragDropWithinTarget);
13843
0
    g.DragDropWithinTarget = false;
13844
13845
    // Clear drag and drop state payload right after delivery
13846
0
    if (g.DragDropPayload.Delivery)
13847
0
        ClearDragDrop();
13848
0
}
13849
13850
//-----------------------------------------------------------------------------
13851
// [SECTION] LOGGING/CAPTURING
13852
//-----------------------------------------------------------------------------
13853
// All text output from the interface can be captured into tty/file/clipboard.
13854
// By default, tree nodes are automatically opened during logging.
13855
//-----------------------------------------------------------------------------
13856
13857
// Pass text data straight to log (without being displayed)
13858
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13859
0
{
13860
0
    if (g.LogFile)
13861
0
    {
13862
0
        g.LogBuffer.Buf.resize(0);
13863
0
        g.LogBuffer.appendfv(fmt, args);
13864
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13865
0
    }
13866
0
    else
13867
0
    {
13868
0
        g.LogBuffer.appendfv(fmt, args);
13869
0
    }
13870
0
}
13871
13872
void ImGui::LogText(const char* fmt, ...)
13873
0
{
13874
0
    ImGuiContext& g = *GImGui;
13875
0
    if (!g.LogEnabled)
13876
0
        return;
13877
13878
0
    va_list args;
13879
0
    va_start(args, fmt);
13880
0
    LogTextV(g, fmt, args);
13881
0
    va_end(args);
13882
0
}
13883
13884
void ImGui::LogTextV(const char* fmt, va_list args)
13885
0
{
13886
0
    ImGuiContext& g = *GImGui;
13887
0
    if (!g.LogEnabled)
13888
0
        return;
13889
13890
0
    LogTextV(g, fmt, args);
13891
0
}
13892
13893
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13894
// We split text into individual lines to add current tree level padding
13895
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13896
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13897
0
{
13898
0
    ImGuiContext& g = *GImGui;
13899
0
    ImGuiWindow* window = g.CurrentWindow;
13900
13901
0
    const char* prefix = g.LogNextPrefix;
13902
0
    const char* suffix = g.LogNextSuffix;
13903
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13904
13905
0
    if (!text_end)
13906
0
        text_end = FindRenderedTextEnd(text, text_end);
13907
13908
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13909
0
    if (ref_pos)
13910
0
        g.LogLinePosY = ref_pos->y;
13911
0
    if (log_new_line)
13912
0
    {
13913
0
        LogText(IM_NEWLINE);
13914
0
        g.LogLineFirstItem = true;
13915
0
    }
13916
13917
0
    if (prefix)
13918
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13919
13920
    // Re-adjust padding if we have popped out of our starting depth
13921
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13922
0
        g.LogDepthRef = window->DC.TreeDepth;
13923
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13924
13925
0
    const char* text_remaining = text;
13926
0
    for (;;)
13927
0
    {
13928
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13929
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13930
0
        const char* line_start = text_remaining;
13931
0
        const char* line_end = ImStreolRange(line_start, text_end);
13932
0
        const bool is_last_line = (line_end == text_end);
13933
0
        if (line_start != line_end || !is_last_line)
13934
0
        {
13935
0
            const int line_length = (int)(line_end - line_start);
13936
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13937
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13938
0
            g.LogLineFirstItem = false;
13939
0
            if (*line_end == '\n')
13940
0
            {
13941
0
                LogText(IM_NEWLINE);
13942
0
                g.LogLineFirstItem = true;
13943
0
            }
13944
0
        }
13945
0
        if (is_last_line)
13946
0
            break;
13947
0
        text_remaining = line_end + 1;
13948
0
    }
13949
13950
0
    if (suffix)
13951
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13952
0
}
13953
13954
// Start logging/capturing text output
13955
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13956
0
{
13957
0
    ImGuiContext& g = *GImGui;
13958
0
    ImGuiWindow* window = g.CurrentWindow;
13959
0
    IM_ASSERT(g.LogEnabled == false);
13960
0
    IM_ASSERT(g.LogFile == NULL);
13961
0
    IM_ASSERT(g.LogBuffer.empty());
13962
0
    g.LogEnabled = true;
13963
0
    g.LogType = type;
13964
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13965
0
    g.LogDepthRef = window->DC.TreeDepth;
13966
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13967
0
    g.LogLinePosY = FLT_MAX;
13968
0
    g.LogLineFirstItem = true;
13969
0
}
13970
13971
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13972
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13973
0
{
13974
0
    ImGuiContext& g = *GImGui;
13975
0
    g.LogNextPrefix = prefix;
13976
0
    g.LogNextSuffix = suffix;
13977
0
}
13978
13979
void ImGui::LogToTTY(int auto_open_depth)
13980
0
{
13981
0
    ImGuiContext& g = *GImGui;
13982
0
    if (g.LogEnabled)
13983
0
        return;
13984
0
    IM_UNUSED(auto_open_depth);
13985
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13986
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13987
0
    g.LogFile = stdout;
13988
0
#endif
13989
0
}
13990
13991
// Start logging/capturing text output to given file
13992
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13993
0
{
13994
0
    ImGuiContext& g = *GImGui;
13995
0
    if (g.LogEnabled)
13996
0
        return;
13997
13998
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13999
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
14000
    // By opening the file in binary mode "ab" we have consistent output everywhere.
14001
0
    if (!filename)
14002
0
        filename = g.IO.LogFilename;
14003
0
    if (!filename || !filename[0])
14004
0
        return;
14005
0
    ImFileHandle f = ImFileOpen(filename, "ab");
14006
0
    if (!f)
14007
0
    {
14008
0
        IM_ASSERT(0);
14009
0
        return;
14010
0
    }
14011
14012
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
14013
0
    g.LogFile = f;
14014
0
}
14015
14016
// Start logging/capturing text output to clipboard
14017
void ImGui::LogToClipboard(int auto_open_depth)
14018
0
{
14019
0
    ImGuiContext& g = *GImGui;
14020
0
    if (g.LogEnabled)
14021
0
        return;
14022
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
14023
0
}
14024
14025
void ImGui::LogToBuffer(int auto_open_depth)
14026
0
{
14027
0
    ImGuiContext& g = *GImGui;
14028
0
    if (g.LogEnabled)
14029
0
        return;
14030
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
14031
0
}
14032
14033
void ImGui::LogFinish()
14034
281k
{
14035
281k
    ImGuiContext& g = *GImGui;
14036
281k
    if (!g.LogEnabled)
14037
281k
        return;
14038
14039
0
    LogText(IM_NEWLINE);
14040
0
    switch (g.LogType)
14041
0
    {
14042
0
    case ImGuiLogType_TTY:
14043
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
14044
0
        fflush(g.LogFile);
14045
0
#endif
14046
0
        break;
14047
0
    case ImGuiLogType_File:
14048
0
        ImFileClose(g.LogFile);
14049
0
        break;
14050
0
    case ImGuiLogType_Buffer:
14051
0
        break;
14052
0
    case ImGuiLogType_Clipboard:
14053
0
        if (!g.LogBuffer.empty())
14054
0
            SetClipboardText(g.LogBuffer.begin());
14055
0
        break;
14056
0
    case ImGuiLogType_None:
14057
0
        IM_ASSERT(0);
14058
0
        break;
14059
0
    }
14060
14061
0
    g.LogEnabled = false;
14062
0
    g.LogType = ImGuiLogType_None;
14063
0
    g.LogFile = NULL;
14064
0
    g.LogBuffer.clear();
14065
0
}
14066
14067
// Helper to display logging buttons
14068
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
14069
void ImGui::LogButtons()
14070
0
{
14071
0
    ImGuiContext& g = *GImGui;
14072
14073
0
    PushID("LogButtons");
14074
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
14075
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
14076
#else
14077
    const bool log_to_tty = false;
14078
#endif
14079
0
    const bool log_to_file = Button("Log To File"); SameLine();
14080
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
14081
0
    PushTabStop(false);
14082
0
    SetNextItemWidth(80.0f);
14083
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
14084
0
    PopTabStop();
14085
0
    PopID();
14086
14087
    // Start logging at the end of the function so that the buttons don't appear in the log
14088
0
    if (log_to_tty)
14089
0
        LogToTTY();
14090
0
    if (log_to_file)
14091
0
        LogToFile();
14092
0
    if (log_to_clipboard)
14093
0
        LogToClipboard();
14094
0
}
14095
14096
14097
//-----------------------------------------------------------------------------
14098
// [SECTION] SETTINGS
14099
//-----------------------------------------------------------------------------
14100
// - UpdateSettings() [Internal]
14101
// - MarkIniSettingsDirty() [Internal]
14102
// - FindSettingsHandler() [Internal]
14103
// - ClearIniSettings() [Internal]
14104
// - LoadIniSettingsFromDisk()
14105
// - LoadIniSettingsFromMemory()
14106
// - SaveIniSettingsToDisk()
14107
// - SaveIniSettingsToMemory()
14108
//-----------------------------------------------------------------------------
14109
// - CreateNewWindowSettings() [Internal]
14110
// - FindWindowSettingsByID() [Internal]
14111
// - FindWindowSettingsByWindow() [Internal]
14112
// - ClearWindowSettings() [Internal]
14113
// - WindowSettingsHandler_***() [Internal]
14114
//-----------------------------------------------------------------------------
14115
14116
// Called by NewFrame()
14117
void ImGui::UpdateSettings()
14118
140k
{
14119
    // Load settings on first frame (if not explicitly loaded manually before)
14120
140k
    ImGuiContext& g = *GImGui;
14121
140k
    if (!g.SettingsLoaded)
14122
1
    {
14123
1
        IM_ASSERT(g.SettingsWindows.empty());
14124
1
        if (g.IO.IniFilename)
14125
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
14126
1
        g.SettingsLoaded = true;
14127
1
    }
14128
14129
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
14130
140k
    if (g.SettingsDirtyTimer > 0.0f)
14131
600
    {
14132
600
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
14133
600
        if (g.SettingsDirtyTimer <= 0.0f)
14134
2
        {
14135
2
            if (g.IO.IniFilename != NULL)
14136
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
14137
2
            else
14138
2
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
14139
2
            g.SettingsDirtyTimer = 0.0f;
14140
2
        }
14141
600
    }
14142
140k
}
14143
14144
void ImGui::MarkIniSettingsDirty()
14145
0
{
14146
0
    ImGuiContext& g = *GImGui;
14147
0
    if (g.SettingsDirtyTimer <= 0.0f)
14148
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
14149
0
}
14150
14151
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
14152
3.79k
{
14153
3.79k
    ImGuiContext& g = *GImGui;
14154
3.79k
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
14155
8
        if (g.SettingsDirtyTimer <= 0.0f)
14156
2
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
14157
3.79k
}
14158
14159
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
14160
2
{
14161
2
    ImGuiContext& g = *GImGui;
14162
2
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
14163
2
    g.SettingsHandlers.push_back(*handler);
14164
2
}
14165
14166
void ImGui::RemoveSettingsHandler(const char* type_name)
14167
0
{
14168
0
    ImGuiContext& g = *GImGui;
14169
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
14170
0
        g.SettingsHandlers.erase(handler);
14171
0
}
14172
14173
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
14174
2
{
14175
2
    ImGuiContext& g = *GImGui;
14176
2
    const ImGuiID type_hash = ImHashStr(type_name);
14177
2
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14178
1
        if (handler.TypeHash == type_hash)
14179
0
            return &handler;
14180
2
    return NULL;
14181
2
}
14182
14183
// Clear all settings (windows, tables, docking etc.)
14184
void ImGui::ClearIniSettings()
14185
0
{
14186
0
    ImGuiContext& g = *GImGui;
14187
0
    g.SettingsIniData.clear();
14188
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14189
0
        if (handler.ClearAllFn != NULL)
14190
0
            handler.ClearAllFn(&g, &handler);
14191
0
}
14192
14193
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
14194
0
{
14195
0
    size_t file_data_size = 0;
14196
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
14197
0
    if (!file_data)
14198
0
        return;
14199
0
    if (file_data_size > 0)
14200
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
14201
0
    IM_FREE(file_data);
14202
0
}
14203
14204
// Zero-tolerance, no error reporting, cheap .ini parsing
14205
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
14206
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
14207
0
{
14208
0
    ImGuiContext& g = *GImGui;
14209
0
    IM_ASSERT(g.Initialized);
14210
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
14211
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
14212
14213
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
14214
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
14215
0
    if (ini_size == 0)
14216
0
        ini_size = strlen(ini_data);
14217
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
14218
0
    char* const buf = g.SettingsIniData.Buf.Data;
14219
0
    char* const buf_end = buf + ini_size;
14220
0
    memcpy(buf, ini_data, ini_size);
14221
0
    buf_end[0] = 0;
14222
14223
    // Call pre-read handlers
14224
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
14225
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14226
0
        if (handler.ReadInitFn != NULL)
14227
0
            handler.ReadInitFn(&g, &handler);
14228
14229
0
    void* entry_data = NULL;
14230
0
    ImGuiSettingsHandler* entry_handler = NULL;
14231
14232
0
    char* line_end = NULL;
14233
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
14234
0
    {
14235
        // Skip new lines markers, then find end of the line
14236
0
        while (*line == '\n' || *line == '\r')
14237
0
            line++;
14238
0
        line_end = line;
14239
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
14240
0
            line_end++;
14241
0
        line_end[0] = 0;
14242
0
        if (line[0] == ';')
14243
0
            continue;
14244
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
14245
0
        {
14246
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
14247
0
            line_end[-1] = 0;
14248
0
            const char* name_end = line_end - 1;
14249
0
            const char* type_start = line + 1;
14250
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
14251
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
14252
0
            if (!type_end || !name_start)
14253
0
                continue;
14254
0
            *type_end = 0; // Overwrite first ']'
14255
0
            name_start++;  // Skip second '['
14256
0
            entry_handler = FindSettingsHandler(type_start);
14257
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
14258
0
        }
14259
0
        else if (entry_handler != NULL && entry_data != NULL)
14260
0
        {
14261
            // Let type handler parse the line
14262
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
14263
0
        }
14264
0
    }
14265
0
    g.SettingsLoaded = true;
14266
14267
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
14268
0
    memcpy(buf, ini_data, ini_size);
14269
14270
    // Call post-read handlers
14271
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14272
0
        if (handler.ApplyAllFn != NULL)
14273
0
            handler.ApplyAllFn(&g, &handler);
14274
0
}
14275
14276
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
14277
0
{
14278
0
    ImGuiContext& g = *GImGui;
14279
0
    g.SettingsDirtyTimer = 0.0f;
14280
0
    if (!ini_filename)
14281
0
        return;
14282
14283
0
    size_t ini_data_size = 0;
14284
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
14285
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
14286
0
    if (!f)
14287
0
        return;
14288
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
14289
0
    ImFileClose(f);
14290
0
}
14291
14292
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
14293
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
14294
0
{
14295
0
    ImGuiContext& g = *GImGui;
14296
0
    g.SettingsDirtyTimer = 0.0f;
14297
0
    g.SettingsIniData.Buf.resize(0);
14298
0
    g.SettingsIniData.Buf.push_back(0);
14299
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14300
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
14301
0
    if (out_size)
14302
0
        *out_size = (size_t)g.SettingsIniData.size();
14303
0
    return g.SettingsIniData.c_str();
14304
0
}
14305
14306
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
14307
0
{
14308
0
    ImGuiContext& g = *GImGui;
14309
14310
0
    if (g.IO.ConfigDebugIniSettings == false)
14311
0
    {
14312
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
14313
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
14314
0
        if (const char* p = strstr(name, "###"))
14315
0
            name = p;
14316
0
    }
14317
0
    const size_t name_len = strlen(name);
14318
14319
    // Allocate chunk
14320
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
14321
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
14322
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
14323
0
    settings->ID = ImHashStr(name, name_len);
14324
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
14325
14326
0
    return settings;
14327
0
}
14328
14329
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
14330
// This is called once per window .ini entry + once per newly instantiated window.
14331
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
14332
2
{
14333
2
    ImGuiContext& g = *GImGui;
14334
2
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14335
0
        if (settings->ID == id && !settings->WantDelete)
14336
0
            return settings;
14337
2
    return NULL;
14338
2
}
14339
14340
// This is faster if you are holding on a Window already as we don't need to perform a search.
14341
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
14342
2
{
14343
2
    ImGuiContext& g = *GImGui;
14344
2
    if (window->SettingsOffset != -1)
14345
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
14346
2
    return FindWindowSettingsByID(window->ID);
14347
2
}
14348
14349
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
14350
void ImGui::ClearWindowSettings(const char* name)
14351
0
{
14352
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
14353
0
    ImGuiContext& g = *GImGui;
14354
0
    ImGuiWindow* window = FindWindowByName(name);
14355
0
    if (window != NULL)
14356
0
    {
14357
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
14358
0
        InitOrLoadWindowSettings(window, NULL);
14359
0
        if (window->DockId != 0)
14360
0
            DockContextProcessUndockWindow(&g, window, true);
14361
0
    }
14362
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
14363
0
        settings->WantDelete = true;
14364
0
}
14365
14366
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14367
0
{
14368
0
    ImGuiContext& g = *ctx;
14369
0
    for (ImGuiWindow* window : g.Windows)
14370
0
        window->SettingsOffset = -1;
14371
0
    g.SettingsWindows.clear();
14372
0
}
14373
14374
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
14375
0
{
14376
0
    ImGuiID id = ImHashStr(name);
14377
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
14378
0
    if (settings)
14379
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
14380
0
    else
14381
0
        settings = ImGui::CreateNewWindowSettings(name);
14382
0
    settings->ID = id;
14383
0
    settings->WantApply = true;
14384
0
    return (void*)settings;
14385
0
}
14386
14387
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
14388
0
{
14389
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
14390
0
    int x, y;
14391
0
    int i;
14392
0
    ImU32 u1;
14393
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
14394
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
14395
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
14396
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
14397
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
14398
0
    else if (sscanf(line, "IsChild=%d", &i) == 1)           { settings->IsChild = (i != 0); }
14399
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
14400
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
14401
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
14402
0
}
14403
14404
// Apply to existing windows (if any)
14405
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14406
0
{
14407
0
    ImGuiContext& g = *ctx;
14408
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14409
0
        if (settings->WantApply)
14410
0
        {
14411
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
14412
0
                ApplyWindowSettings(window, settings);
14413
0
            settings->WantApply = false;
14414
0
        }
14415
0
}
14416
14417
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
14418
0
{
14419
    // Gather data from windows that were active during this session
14420
    // (if a window wasn't opened in this session we preserve its settings)
14421
0
    ImGuiContext& g = *ctx;
14422
0
    for (ImGuiWindow* window : g.Windows)
14423
0
    {
14424
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
14425
0
            continue;
14426
14427
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
14428
0
        if (!settings)
14429
0
        {
14430
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
14431
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
14432
0
        }
14433
0
        IM_ASSERT(settings->ID == window->ID);
14434
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
14435
0
        settings->Size = ImVec2ih(window->SizeFull);
14436
0
        settings->ViewportId = window->ViewportId;
14437
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14438
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14439
0
        settings->DockId = window->DockId;
14440
0
        settings->ClassId = window->WindowClass.ClassId;
14441
0
        settings->DockOrder = window->DockOrder;
14442
0
        settings->Collapsed = window->Collapsed;
14443
0
        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
14444
0
        settings->WantDelete = false;
14445
0
    }
14446
14447
    // Write to text buffer
14448
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14449
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14450
0
    {
14451
0
        if (settings->WantDelete)
14452
0
            continue;
14453
0
        const char* settings_name = settings->GetName();
14454
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14455
0
        if (settings->IsChild)
14456
0
        {
14457
0
            buf->appendf("IsChild=1\n");
14458
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14459
0
        }
14460
0
        else
14461
0
        {
14462
0
            if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14463
0
            {
14464
0
                buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14465
0
                buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14466
0
            }
14467
0
            if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14468
0
                buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14469
0
            if (settings->Size.x != 0 || settings->Size.y != 0)
14470
0
                buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14471
0
            buf->appendf("Collapsed=%d\n", settings->Collapsed);
14472
0
            if (settings->DockId != 0)
14473
0
            {
14474
                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14475
0
                if (settings->DockOrder == -1)
14476
0
                    buf->appendf("DockId=0x%08X\n", settings->DockId);
14477
0
                else
14478
0
                    buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14479
0
                if (settings->ClassId != 0)
14480
0
                    buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14481
0
            }
14482
0
        }
14483
0
        buf->append("\n");
14484
0
    }
14485
0
}
14486
14487
14488
//-----------------------------------------------------------------------------
14489
// [SECTION] LOCALIZATION
14490
//-----------------------------------------------------------------------------
14491
14492
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14493
1
{
14494
1
    ImGuiContext& g = *GImGui;
14495
12
    for (int n = 0; n < count; n++)
14496
11
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14497
1
}
14498
14499
14500
//-----------------------------------------------------------------------------
14501
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14502
//-----------------------------------------------------------------------------
14503
// - GetMainViewport()
14504
// - FindViewportByID()
14505
// - FindViewportByPlatformHandle()
14506
// - SetCurrentViewport() [Internal]
14507
// - SetWindowViewport() [Internal]
14508
// - GetWindowAlwaysWantOwnViewport() [Internal]
14509
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14510
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14511
// - TranslateWindowsInViewport() [Internal]
14512
// - ScaleWindowsInViewport() [Internal]
14513
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14514
// - UpdateViewportsNewFrame() [Internal]
14515
// - UpdateViewportsEndFrame() [Internal]
14516
// - AddUpdateViewport() [Internal]
14517
// - WindowSelectViewport() [Internal]
14518
// - WindowSyncOwnedViewport() [Internal]
14519
// - UpdatePlatformWindows()
14520
// - RenderPlatformWindowsDefault()
14521
// - FindPlatformMonitorForPos() [Internal]
14522
// - FindPlatformMonitorForRect() [Internal]
14523
// - UpdateViewportPlatformMonitor() [Internal]
14524
// - DestroyPlatformWindow() [Internal]
14525
// - DestroyPlatformWindows()
14526
//-----------------------------------------------------------------------------
14527
14528
ImGuiViewport* ImGui::GetMainViewport()
14529
566k
{
14530
566k
    ImGuiContext& g = *GImGui;
14531
566k
    return g.Viewports[0];
14532
566k
}
14533
14534
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14535
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14536
140k
{
14537
140k
    ImGuiContext& g = *GImGui;
14538
140k
    for (ImGuiViewportP* viewport : g.Viewports)
14539
140k
        if (viewport->ID == id)
14540
140k
            return viewport;
14541
0
    return NULL;
14542
140k
}
14543
14544
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14545
0
{
14546
0
    ImGuiContext& g = *GImGui;
14547
0
    for (ImGuiViewportP* viewport : g.Viewports)
14548
0
        if (viewport->PlatformHandle == platform_handle)
14549
0
            return viewport;
14550
0
    return NULL;
14551
0
}
14552
14553
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14554
570k
{
14555
570k
    ImGuiContext& g = *GImGui;
14556
570k
    (void)current_window;
14557
14558
570k
    if (viewport)
14559
429k
        viewport->LastFrameActive = g.FrameCount;
14560
570k
    if (g.CurrentViewport == viewport)
14561
288k
        return;
14562
281k
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14563
281k
    g.CurrentViewport = viewport;
14564
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14565
14566
    // Notify platform layer of viewport changes
14567
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14568
281k
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14569
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14570
281k
}
14571
14572
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14573
285k
{
14574
    // Abandon viewport
14575
285k
    if (window->ViewportOwned && window->Viewport->Window == window)
14576
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14577
14578
285k
    window->Viewport = viewport;
14579
285k
    window->ViewportId = viewport->ID;
14580
285k
    window->ViewportOwned = (viewport->Window == window);
14581
285k
}
14582
14583
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14584
0
{
14585
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14586
0
    ImGuiContext& g = *GImGui;
14587
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14588
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14589
0
            if (!window->DockIsActive)
14590
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14591
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14592
0
                        return true;
14593
0
    return false;
14594
0
}
14595
14596
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14597
0
{
14598
0
    ImGuiContext& g = *GImGui;
14599
0
    if (window->Viewport == viewport)
14600
0
        return false;
14601
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14602
0
        return false;
14603
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14604
0
        return false;
14605
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14606
0
        return false;
14607
0
    if (GetWindowAlwaysWantOwnViewport(window))
14608
0
        return false;
14609
14610
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14611
0
    for (ImGuiWindow* window_behind : g.Windows)
14612
0
    {
14613
0
        if (window_behind == window)
14614
0
            break;
14615
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14616
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14617
0
                return false;
14618
0
    }
14619
14620
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14621
0
    ImGuiViewportP* old_viewport = window->Viewport;
14622
0
    if (window->ViewportOwned)
14623
0
        for (int n = 0; n < g.Windows.Size; n++)
14624
0
            if (g.Windows[n]->Viewport == old_viewport)
14625
0
                SetWindowViewport(g.Windows[n], viewport);
14626
0
    SetWindowViewport(window, viewport);
14627
0
    BringWindowToDisplayFront(window);
14628
14629
0
    return true;
14630
0
}
14631
14632
// FIXME: handle 0 to N host viewports
14633
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14634
0
{
14635
0
    ImGuiContext& g = *GImGui;
14636
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14637
0
}
14638
14639
// Translate Dear ImGui windows when a Host Viewport has been moved
14640
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14641
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14642
0
{
14643
0
    ImGuiContext& g = *GImGui;
14644
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14645
14646
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14647
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14648
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14649
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14650
    // and so the window will appear to teleport when releasing the mouse.
14651
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14652
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14653
0
    ImVec2 delta_pos = new_pos - old_pos;
14654
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14655
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14656
0
            TranslateWindow(window, delta_pos);
14657
0
}
14658
14659
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14660
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14661
0
{
14662
0
    ImGuiContext& g = *GImGui;
14663
0
    if (viewport->Window)
14664
0
    {
14665
0
        ScaleWindow(viewport->Window, scale);
14666
0
    }
14667
0
    else
14668
0
    {
14669
0
        for (ImGuiWindow* window : g.Windows)
14670
0
            if (window->Viewport == viewport)
14671
0
                ScaleWindow(window, scale);
14672
0
    }
14673
0
}
14674
14675
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14676
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14677
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14678
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14679
0
{
14680
0
    ImGuiContext& g = *GImGui;
14681
0
    ImGuiViewportP* best_candidate = NULL;
14682
0
    for (ImGuiViewportP* viewport : g.Viewports)
14683
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14684
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14685
0
                best_candidate = viewport;
14686
0
    return best_candidate;
14687
0
}
14688
14689
// Update viewports and monitor infos
14690
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14691
static void ImGui::UpdateViewportsNewFrame()
14692
140k
{
14693
140k
    ImGuiContext& g = *GImGui;
14694
140k
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14695
14696
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14697
    // Update Focused status
14698
140k
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14699
140k
    if (viewports_enabled)
14700
0
    {
14701
0
        ImGuiViewportP* focused_viewport = NULL;
14702
0
        for (ImGuiViewportP* viewport : g.Viewports)
14703
0
        {
14704
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14705
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14706
0
            {
14707
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14708
0
                if (is_minimized)
14709
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14710
0
                else
14711
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14712
0
            }
14713
14714
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14715
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14716
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14717
0
            {
14718
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14719
0
                if (is_focused)
14720
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14721
0
                else
14722
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14723
0
                if (is_focused)
14724
0
                    focused_viewport = viewport;
14725
0
            }
14726
0
        }
14727
14728
        // Focused viewport has changed?
14729
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14730
0
        {
14731
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14732
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14733
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14734
14735
            // Store a tag so we can infer z-order easily from all our windows
14736
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14737
            // will keep the front most stamp instead of losing it back to their parent viewport.
14738
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14739
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14740
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14741
14742
            // Focus associated dear imgui window
14743
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14744
            // - if focus didn't happen because we destroyed another window (#6462)
14745
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14746
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14747
0
            if (apply_imgui_focus_on_focused_viewport)
14748
0
            {
14749
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14750
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14751
0
                if (focused_viewport->Window != NULL)
14752
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14753
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14754
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14755
0
                else
14756
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14757
0
            }
14758
0
        }
14759
0
        if (focused_viewport)
14760
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14761
0
    }
14762
14763
    // Create/update main viewport with current platform position.
14764
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14765
140k
    ImGuiViewportP* main_viewport = g.Viewports[0];
14766
140k
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14767
140k
    IM_ASSERT(main_viewport->Window == NULL);
14768
140k
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14769
140k
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14770
140k
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14771
0
    {
14772
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14773
0
        main_viewport_size = main_viewport->Size;
14774
0
    }
14775
140k
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14776
14777
140k
    g.CurrentDpiScale = 0.0f;
14778
140k
    g.CurrentViewport = NULL;
14779
140k
    g.MouseViewport = NULL;
14780
281k
    for (int n = 0; n < g.Viewports.Size; n++)
14781
140k
    {
14782
140k
        ImGuiViewportP* viewport = g.Viewports[n];
14783
140k
        viewport->Idx = n;
14784
14785
        // Erase unused viewports
14786
140k
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14787
0
        {
14788
0
            DestroyViewport(viewport);
14789
0
            n--;
14790
0
            continue;
14791
0
        }
14792
14793
140k
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14794
140k
        if (viewports_enabled)
14795
0
        {
14796
            // Update Position and Size (from Platform Window to ImGui) if requested.
14797
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14798
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14799
0
            {
14800
                // Viewport->WorkPos and WorkSize will be updated below
14801
0
                if (viewport->PlatformRequestMove)
14802
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14803
0
                if (viewport->PlatformRequestResize)
14804
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14805
0
            }
14806
0
        }
14807
14808
        // Update/copy monitor info
14809
140k
        UpdateViewportPlatformMonitor(viewport);
14810
14811
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14812
140k
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14813
140k
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14814
140k
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14815
140k
        viewport->UpdateWorkRect();
14816
14817
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14818
140k
        viewport->Alpha = 1.0f;
14819
14820
        // Translate Dear ImGui windows when a Host Viewport has been moved
14821
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14822
140k
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14823
140k
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14824
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14825
14826
        // Update DPI scale
14827
140k
        float new_dpi_scale;
14828
140k
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14829
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14830
140k
        else if (viewport->PlatformMonitor != -1)
14831
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14832
140k
        else
14833
140k
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14834
140k
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14835
0
        {
14836
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14837
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14838
0
                ScaleWindowsInViewport(viewport, scale_factor);
14839
            //if (viewport == GetMainViewport())
14840
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14841
14842
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14843
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14844
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14845
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14846
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14847
0
        }
14848
140k
        viewport->DpiScale = new_dpi_scale;
14849
140k
    }
14850
14851
    // Update fallback monitor
14852
140k
    g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
14853
140k
    if (g.PlatformIO.Monitors.Size == 0)
14854
140k
    {
14855
140k
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14856
140k
        monitor->MainPos = main_viewport->Pos;
14857
140k
        monitor->MainSize = main_viewport->Size;
14858
140k
        monitor->WorkPos = main_viewport->WorkPos;
14859
140k
        monitor->WorkSize = main_viewport->WorkSize;
14860
140k
        monitor->DpiScale = main_viewport->DpiScale;
14861
140k
        g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos);
14862
140k
        g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize);
14863
140k
    }
14864
140k
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
14865
0
    {
14866
0
        g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos);
14867
0
        g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize);
14868
0
    }
14869
14870
140k
    if (!viewports_enabled)
14871
140k
    {
14872
140k
        g.MouseViewport = main_viewport;
14873
140k
        return;
14874
140k
    }
14875
14876
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14877
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14878
0
    ImGuiViewportP* viewport_hovered = NULL;
14879
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14880
0
    {
14881
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14882
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14883
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14884
0
    }
14885
0
    else
14886
0
    {
14887
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14888
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14889
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14890
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14891
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14892
0
    }
14893
0
    if (viewport_hovered != NULL)
14894
0
        g.MouseLastHoveredViewport = viewport_hovered;
14895
0
    else if (g.MouseLastHoveredViewport == NULL)
14896
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14897
14898
    // Update mouse reference viewport
14899
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14900
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14901
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14902
0
        g.MouseViewport = g.MovingWindow->Viewport;
14903
0
    else
14904
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14905
14906
    // When dragging something, always refer to the last hovered viewport.
14907
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14908
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14909
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14910
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14911
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14912
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14913
0
        viewport_hovered = g.MouseLastHoveredViewport;
14914
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14915
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14916
0
            g.MouseViewport = viewport_hovered;
14917
14918
0
    IM_ASSERT(g.MouseViewport != NULL);
14919
0
}
14920
14921
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14922
static void ImGui::UpdateViewportsEndFrame()
14923
140k
{
14924
140k
    ImGuiContext& g = *GImGui;
14925
140k
    g.PlatformIO.Viewports.resize(0);
14926
281k
    for (int i = 0; i < g.Viewports.Size; i++)
14927
140k
    {
14928
140k
        ImGuiViewportP* viewport = g.Viewports[i];
14929
140k
        viewport->LastPos = viewport->Pos;
14930
140k
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14931
0
            if (i > 0) // Always include main viewport in the list
14932
0
                continue;
14933
140k
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14934
0
            continue;
14935
140k
        if (i > 0)
14936
140k
            IM_ASSERT(viewport->Window != NULL);
14937
140k
        g.PlatformIO.Viewports.push_back(viewport);
14938
140k
    }
14939
140k
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14940
140k
}
14941
14942
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14943
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14944
140k
{
14945
140k
    ImGuiContext& g = *GImGui;
14946
140k
    IM_ASSERT(id != 0);
14947
14948
140k
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14949
140k
    if (window != NULL)
14950
0
    {
14951
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14952
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14953
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14954
0
            flags |= ImGuiViewportFlags_NoInputs;
14955
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14956
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14957
0
    }
14958
14959
140k
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14960
140k
    if (viewport)
14961
140k
    {
14962
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14963
140k
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14964
140k
            viewport->Pos = pos;
14965
140k
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14966
140k
            viewport->Size = size;
14967
140k
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14968
140k
    }
14969
0
    else
14970
0
    {
14971
        // New viewport
14972
0
        viewport = IM_NEW(ImGuiViewportP)();
14973
0
        viewport->ID = id;
14974
0
        viewport->Idx = g.Viewports.Size;
14975
0
        viewport->Pos = viewport->LastPos = pos;
14976
0
        viewport->Size = size;
14977
0
        viewport->Flags = flags;
14978
0
        UpdateViewportPlatformMonitor(viewport);
14979
0
        g.Viewports.push_back(viewport);
14980
0
        g.ViewportCreatedCount++;
14981
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14982
14983
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14984
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14985
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14986
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14987
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14988
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14989
14990
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14991
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14992
0
        if (viewport->PlatformMonitor != -1)
14993
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14994
0
    }
14995
14996
140k
    viewport->Window = window;
14997
140k
    viewport->LastFrameActive = g.FrameCount;
14998
140k
    viewport->UpdateWorkRect();
14999
140k
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
15000
15001
140k
    if (window != NULL)
15002
0
        window->ViewportOwned = true;
15003
15004
140k
    return viewport;
15005
140k
}
15006
15007
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
15008
0
{
15009
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
15010
0
    ImGuiContext& g = *GImGui;
15011
0
    for (ImGuiWindow* window : g.Windows)
15012
0
    {
15013
0
        if (window->Viewport != viewport)
15014
0
            continue;
15015
0
        window->Viewport = NULL;
15016
0
        window->ViewportOwned = false;
15017
0
    }
15018
0
    if (viewport == g.MouseLastHoveredViewport)
15019
0
        g.MouseLastHoveredViewport = NULL;
15020
15021
    // Destroy
15022
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15023
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
15024
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
15025
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
15026
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
15027
0
    IM_DELETE(viewport);
15028
0
}
15029
15030
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
15031
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
15032
285k
{
15033
285k
    ImGuiContext& g = *GImGui;
15034
285k
    ImGuiWindowFlags flags = window->Flags;
15035
285k
    window->ViewportAllowPlatformMonitorExtend = -1;
15036
15037
    // Restore main viewport if multi-viewport is not supported by the backend
15038
285k
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
15039
285k
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
15040
285k
    {
15041
285k
        SetWindowViewport(window, main_viewport);
15042
285k
        return;
15043
285k
    }
15044
0
    window->ViewportOwned = false;
15045
15046
    // Appearing popups reset their viewport so they can inherit again
15047
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
15048
0
    {
15049
0
        window->Viewport = NULL;
15050
0
        window->ViewportId = 0;
15051
0
    }
15052
15053
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
15054
0
    {
15055
        // By default inherit from parent window
15056
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
15057
0
            window->Viewport = window->ParentWindow->Viewport;
15058
15059
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
15060
0
        if (window->Viewport == NULL && window->ViewportId != 0)
15061
0
        {
15062
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
15063
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
15064
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
15065
0
        }
15066
0
    }
15067
15068
0
    bool lock_viewport = false;
15069
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
15070
0
    {
15071
        // Code explicitly request a viewport
15072
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
15073
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
15074
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
15075
0
        {
15076
0
            window->Viewport->Window = window;
15077
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
15078
0
        }
15079
0
        lock_viewport = true;
15080
0
    }
15081
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
15082
0
    {
15083
        // Always inherit viewport from parent window
15084
0
        if (window->DockNode && window->DockNode->HostWindow)
15085
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
15086
0
        window->Viewport = window->ParentWindow->Viewport;
15087
0
    }
15088
0
    else if (window->DockNode && window->DockNode->HostWindow)
15089
0
    {
15090
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
15091
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
15092
0
    }
15093
0
    else if (flags & ImGuiWindowFlags_Tooltip)
15094
0
    {
15095
0
        window->Viewport = g.MouseViewport;
15096
0
    }
15097
0
    else if (GetWindowAlwaysWantOwnViewport(window))
15098
0
    {
15099
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15100
0
    }
15101
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
15102
0
    {
15103
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
15104
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15105
0
    }
15106
0
    else
15107
0
    {
15108
        // Merge into host viewport?
15109
        // We cannot test window->ViewportOwned as it set lower in the function.
15110
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
15111
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
15112
0
        if (try_to_merge_into_host_viewport)
15113
0
            UpdateTryMergeWindowIntoHostViewports(window);
15114
0
    }
15115
15116
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
15117
0
    if (window->Viewport == NULL)
15118
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
15119
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15120
15121
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
15122
0
    if (!lock_viewport)
15123
0
    {
15124
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
15125
0
        {
15126
            // We need to take account of the possibility that mouse may become invalid.
15127
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
15128
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
15129
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
15130
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
15131
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
15132
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
15133
0
            else
15134
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
15135
0
        }
15136
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
15137
0
        {
15138
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
15139
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
15140
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
15141
0
            {
15142
                // Steal/transfer ownership
15143
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
15144
0
                window->Viewport->Window = window;
15145
0
                window->Viewport->ID = window->ID;
15146
0
                window->Viewport->LastNameHash = 0;
15147
0
            }
15148
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
15149
0
            {
15150
                // New viewport
15151
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
15152
0
            }
15153
0
        }
15154
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
15155
0
        {
15156
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
15157
            // Child windows are kept contained within their parent.
15158
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
15159
0
        }
15160
0
    }
15161
15162
    // Update flags
15163
0
    window->ViewportOwned = (window == window->Viewport->Window);
15164
0
    window->ViewportId = window->Viewport->ID;
15165
15166
    // If the OS window has a title bar, hide our imgui title bar
15167
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
15168
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
15169
0
}
15170
15171
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
15172
0
{
15173
0
    ImGuiContext& g = *GImGui;
15174
15175
0
    bool viewport_rect_changed = false;
15176
15177
    // Synchronize window --> viewport in most situations
15178
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
15179
0
    if (window->Viewport->PlatformRequestMove)
15180
0
    {
15181
0
        window->Pos = window->Viewport->Pos;
15182
0
        MarkIniSettingsDirty(window);
15183
0
    }
15184
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
15185
0
    {
15186
0
        viewport_rect_changed = true;
15187
0
        window->Viewport->Pos = window->Pos;
15188
0
    }
15189
15190
0
    if (window->Viewport->PlatformRequestResize)
15191
0
    {
15192
0
        window->Size = window->SizeFull = window->Viewport->Size;
15193
0
        MarkIniSettingsDirty(window);
15194
0
    }
15195
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
15196
0
    {
15197
0
        viewport_rect_changed = true;
15198
0
        window->Viewport->Size = window->Size;
15199
0
    }
15200
0
    window->Viewport->UpdateWorkRect();
15201
15202
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
15203
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
15204
0
    if (viewport_rect_changed)
15205
0
        UpdateViewportPlatformMonitor(window->Viewport);
15206
15207
    // Update common viewport flags
15208
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
15209
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
15210
0
    ImGuiWindowFlags window_flags = window->Flags;
15211
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
15212
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
15213
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
15214
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
15215
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
15216
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
15217
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
15218
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
15219
15220
    // Not correct to set modal as topmost because:
15221
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
15222
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
15223
    //if (flags & ImGuiWindowFlags_Modal)
15224
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
15225
15226
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
15227
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
15228
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
15229
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
15230
0
    if (is_short_lived_floating_window && !is_modal)
15231
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
15232
15233
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
15234
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
15235
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
15236
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
15237
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
15238
15239
    // We can also tell the backend that clearing the platform window won't be necessary,
15240
    // as our window background is filling the viewport and we have disabled BgAlpha.
15241
    // FIXME: Work on support for per-viewport transparency (#2766)
15242
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
15243
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
15244
15245
0
    window->Viewport->Flags = viewport_flags;
15246
15247
    // Update parent viewport ID
15248
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
15249
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
15250
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
15251
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
15252
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
15253
0
    else
15254
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
15255
0
}
15256
15257
// Called by user at the end of the main loop, after EndFrame()
15258
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
15259
void ImGui::UpdatePlatformWindows()
15260
0
{
15261
0
    ImGuiContext& g = *GImGui;
15262
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
15263
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
15264
0
    g.FrameCountPlatformEnded = g.FrameCount;
15265
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
15266
0
        return;
15267
15268
    // Create/resize/destroy platform windows to match each active viewport.
15269
    // Skip the main viewport (index 0), which is always fully handled by the application!
15270
0
    for (int i = 1; i < g.Viewports.Size; i++)
15271
0
    {
15272
0
        ImGuiViewportP* viewport = g.Viewports[i];
15273
15274
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
15275
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
15276
0
        bool destroy_platform_window = false;
15277
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
15278
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
15279
0
        if (destroy_platform_window)
15280
0
        {
15281
0
            DestroyPlatformWindow(viewport);
15282
0
            continue;
15283
0
        }
15284
15285
        // New windows that appears directly in a new viewport won't always have a size on their first frame
15286
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
15287
0
            continue;
15288
15289
        // Create window
15290
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
15291
0
        if (is_new_platform_window)
15292
0
        {
15293
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15294
0
            g.PlatformIO.Platform_CreateWindow(viewport);
15295
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
15296
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
15297
0
            g.PlatformWindowsCreatedCount++;
15298
0
            viewport->LastNameHash = 0;
15299
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
15300
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
15301
0
            viewport->PlatformWindowCreated = true;
15302
0
        }
15303
15304
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
15305
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
15306
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
15307
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
15308
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
15309
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
15310
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
15311
0
        viewport->LastPlatformPos = viewport->Pos;
15312
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
15313
15314
        // Update title bar (if it changed)
15315
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
15316
0
        {
15317
0
            const char* title_begin = window_for_title->Name;
15318
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
15319
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
15320
0
            if (viewport->LastNameHash != title_hash)
15321
0
            {
15322
0
                char title_end_backup_c = *title_end;
15323
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
15324
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
15325
0
                *title_end = title_end_backup_c;
15326
0
                viewport->LastNameHash = title_hash;
15327
0
            }
15328
0
        }
15329
15330
        // Update alpha (if it changed)
15331
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
15332
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
15333
0
        viewport->LastAlpha = viewport->Alpha;
15334
15335
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
15336
0
        if (g.PlatformIO.Platform_UpdateWindow)
15337
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
15338
15339
0
        if (is_new_platform_window)
15340
0
        {
15341
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
15342
0
            if (g.FrameCount < 3)
15343
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
15344
15345
            // Show window
15346
0
            g.PlatformIO.Platform_ShowWindow(viewport);
15347
15348
            // Even without focus, we assume the window becomes front-most.
15349
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
15350
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
15351
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
15352
0
        }
15353
15354
        // Clear request flags
15355
0
        viewport->ClearRequestFlags();
15356
0
    }
15357
0
}
15358
15359
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
15360
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
15361
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
15362
//
15363
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15364
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15365
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15366
//            MyRenderFunction(platform_io.Viewports[i], my_args);
15367
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15368
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15369
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
15370
//
15371
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
15372
0
{
15373
    // Skip the main viewport (index 0), which is always fully handled by the application!
15374
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15375
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15376
0
    {
15377
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15378
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15379
0
            continue;
15380
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
15381
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
15382
0
    }
15383
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15384
0
    {
15385
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15386
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15387
0
            continue;
15388
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
15389
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
15390
0
    }
15391
0
}
15392
15393
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
15394
0
{
15395
0
    ImGuiContext& g = *GImGui;
15396
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
15397
0
    {
15398
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15399
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
15400
0
            return monitor_n;
15401
0
    }
15402
0
    return -1;
15403
0
}
15404
15405
// Search for the monitor with the largest intersection area with the given rectangle
15406
// We generally try to avoid searching loops but the monitor count should be very small here
15407
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
15408
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
15409
140k
{
15410
140k
    ImGuiContext& g = *GImGui;
15411
15412
140k
    const int monitor_count = g.PlatformIO.Monitors.Size;
15413
140k
    if (monitor_count <= 1)
15414
140k
        return monitor_count - 1;
15415
15416
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
15417
    // This is necessary for tooltips which always resize down to zero at first.
15418
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
15419
0
    int best_monitor_n = -1;
15420
0
    float best_monitor_surface = 0.001f;
15421
15422
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
15423
0
    {
15424
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15425
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
15426
0
        if (monitor_rect.Contains(rect))
15427
0
            return monitor_n;
15428
0
        ImRect overlapping_rect = rect;
15429
0
        overlapping_rect.ClipWithFull(monitor_rect);
15430
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
15431
0
        if (overlapping_surface < best_monitor_surface)
15432
0
            continue;
15433
0
        best_monitor_surface = overlapping_surface;
15434
0
        best_monitor_n = monitor_n;
15435
0
    }
15436
0
    return best_monitor_n;
15437
0
}
15438
15439
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
15440
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
15441
140k
{
15442
140k
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
15443
140k
}
15444
15445
// Return value is always != NULL, but don't hold on it across frames.
15446
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
15447
0
{
15448
0
    ImGuiContext& g = *GImGui;
15449
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
15450
0
    int monitor_idx = viewport->PlatformMonitor;
15451
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
15452
0
        return &g.PlatformIO.Monitors[monitor_idx];
15453
0
    return &g.FallbackMonitor;
15454
0
}
15455
15456
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15457
0
{
15458
0
    ImGuiContext& g = *GImGui;
15459
0
    if (viewport->PlatformWindowCreated)
15460
0
    {
15461
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15462
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15463
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15464
0
        if (g.PlatformIO.Platform_DestroyWindow)
15465
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15466
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15467
15468
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15469
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15470
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15471
0
            viewport->PlatformWindowCreated = false;
15472
0
    }
15473
0
    else
15474
0
    {
15475
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15476
0
    }
15477
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15478
0
    viewport->ClearRequestFlags();
15479
0
}
15480
15481
void ImGui::DestroyPlatformWindows()
15482
0
{
15483
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15484
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15485
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15486
    // code to operator a consistent manner.
15487
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15488
    // crashing if it doesn't have data stored.
15489
0
    ImGuiContext& g = *GImGui;
15490
0
    for (ImGuiViewportP* viewport : g.Viewports)
15491
0
        DestroyPlatformWindow(viewport);
15492
0
}
15493
15494
15495
//-----------------------------------------------------------------------------
15496
// [SECTION] DOCKING
15497
//-----------------------------------------------------------------------------
15498
// Docking: Internal Types
15499
// Docking: Forward Declarations
15500
// Docking: ImGuiDockContext
15501
// Docking: ImGuiDockContext Docking/Undocking functions
15502
// Docking: ImGuiDockNode
15503
// Docking: ImGuiDockNode Tree manipulation functions
15504
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15505
// Docking: Builder Functions
15506
// Docking: Begin/End Support Functions (called from Begin/End)
15507
// Docking: Settings
15508
//-----------------------------------------------------------------------------
15509
15510
//-----------------------------------------------------------------------------
15511
// Typical Docking call flow: (root level is generally public API):
15512
//-----------------------------------------------------------------------------
15513
// - NewFrame()                               new dear imgui frame
15514
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15515
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15516
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15517
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15518
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15519
//    | - DockContextProcessDock()            - process one docking request
15520
//    | - DockNodeUpdate()
15521
//    |   - DockNodeUpdateForRootNode()
15522
//    |     - DockNodeUpdateFlagsAndCollapse()
15523
//    |     - DockNodeFindInfo()
15524
//    |   - destroy unused node or tab bar
15525
//    |   - create dock node host window
15526
//    |      - Begin() etc.
15527
//    |   - DockNodeStartMouseMovingWindow()
15528
//    |   - DockNodeTreeUpdatePosSize()
15529
//    |   - DockNodeTreeUpdateSplitter()
15530
//    |   - draw node background
15531
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15532
//    |     - DockNodeAddTabBar()
15533
//    |     - DockNodeWindowMenuUpdate()
15534
//    |     - DockNodeCalcTabBarLayout()
15535
//    |     - BeginTabBarEx()
15536
//    |     - TabItemEx() calls
15537
//    |     - EndTabBar()
15538
//    |   - BeginDockableDragDropTarget()
15539
//    |      - DockNodeUpdate()               - recurse into child nodes...
15540
//-----------------------------------------------------------------------------
15541
// - DockSpace()                              user submit a dockspace into a window
15542
//    | Begin(Child)                          - create a child window
15543
//    | DockNodeUpdate()                      - call main dock node update function
15544
//    | End(Child)
15545
//    | ItemSize()
15546
//-----------------------------------------------------------------------------
15547
// - Begin()
15548
//    | BeginDocked()
15549
//    | BeginDockableDragDropSource()
15550
//    | BeginDockableDragDropTarget()
15551
//    | - DockNodePreviewDockRender()
15552
//-----------------------------------------------------------------------------
15553
// - EndFrame()
15554
//    | DockContextEndFrame()
15555
//-----------------------------------------------------------------------------
15556
15557
//-----------------------------------------------------------------------------
15558
// Docking: Internal Types
15559
//-----------------------------------------------------------------------------
15560
// - ImGuiDockRequestType
15561
// - ImGuiDockRequest
15562
// - ImGuiDockPreviewData
15563
// - ImGuiDockNodeSettings
15564
// - ImGuiDockContext
15565
//-----------------------------------------------------------------------------
15566
15567
enum ImGuiDockRequestType
15568
{
15569
    ImGuiDockRequestType_None = 0,
15570
    ImGuiDockRequestType_Dock,
15571
    ImGuiDockRequestType_Undock,
15572
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15573
};
15574
15575
struct ImGuiDockRequest
15576
{
15577
    ImGuiDockRequestType    Type;
15578
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15579
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15580
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15581
    ImGuiDir                DockSplitDir;
15582
    float                   DockSplitRatio;
15583
    bool                    DockSplitOuter;
15584
    ImGuiWindow*            UndockTargetWindow;
15585
    ImGuiDockNode*          UndockTargetNode;
15586
15587
    ImGuiDockRequest()
15588
0
    {
15589
0
        Type = ImGuiDockRequestType_None;
15590
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15591
0
        DockTargetNode = UndockTargetNode = NULL;
15592
0
        DockSplitDir = ImGuiDir_None;
15593
0
        DockSplitRatio = 0.5f;
15594
0
        DockSplitOuter = false;
15595
0
    }
15596
};
15597
15598
struct ImGuiDockPreviewData
15599
{
15600
    ImGuiDockNode   FutureNode;
15601
    bool            IsDropAllowed;
15602
    bool            IsCenterAvailable;
15603
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15604
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15605
    ImGuiDockNode*  SplitNode;
15606
    ImGuiDir        SplitDir;
15607
    float           SplitRatio;
15608
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15609
15610
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15611
};
15612
15613
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15614
struct ImGuiDockNodeSettings
15615
{
15616
    ImGuiID             ID;
15617
    ImGuiID             ParentNodeId;
15618
    ImGuiID             ParentWindowId;
15619
    ImGuiID             SelectedTabId;
15620
    signed char         SplitAxis;
15621
    char                Depth;
15622
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15623
    ImVec2ih            Pos;
15624
    ImVec2ih            Size;
15625
    ImVec2ih            SizeRef;
15626
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15627
};
15628
15629
//-----------------------------------------------------------------------------
15630
// Docking: Forward Declarations
15631
//-----------------------------------------------------------------------------
15632
15633
namespace ImGui
15634
{
15635
    // ImGuiDockContext
15636
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15637
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15638
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15639
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15640
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15641
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15642
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15643
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15644
15645
    // ImGuiDockNode
15646
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15647
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15648
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15649
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15650
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15651
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15652
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15653
    static void             DockNodeUpdate(ImGuiDockNode* node);
15654
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15655
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15656
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15657
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15658
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15659
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15660
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15661
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15662
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15663
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15664
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15665
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15666
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15667
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15668
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15669
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15670
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15671
15672
    // ImGuiDockNode tree manipulations
15673
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15674
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15675
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15676
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15677
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15678
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15679
15680
    // Settings
15681
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15682
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15683
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15684
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15685
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15686
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15687
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15688
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15689
}
15690
15691
//-----------------------------------------------------------------------------
15692
// Docking: ImGuiDockContext
15693
//-----------------------------------------------------------------------------
15694
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15695
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15696
// At boot time only, we run a simple GC to remove nodes that have no references.
15697
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15698
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15699
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15700
//-----------------------------------------------------------------------------
15701
// - DockContextInitialize()
15702
// - DockContextShutdown()
15703
// - DockContextClearNodes()
15704
// - DockContextRebuildNodes()
15705
// - DockContextNewFrameUpdateUndocking()
15706
// - DockContextNewFrameUpdateDocking()
15707
// - DockContextEndFrame()
15708
// - DockContextFindNodeByID()
15709
// - DockContextBindNodeToWindow()
15710
// - DockContextGenNodeID()
15711
// - DockContextAddNode()
15712
// - DockContextRemoveNode()
15713
// - ImGuiDockContextPruneNodeData
15714
// - DockContextPruneUnusedSettingsNodes()
15715
// - DockContextBuildNodesFromSettings()
15716
// - DockContextBuildAddWindowsToNodes()
15717
//-----------------------------------------------------------------------------
15718
15719
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15720
1
{
15721
1
    ImGuiContext& g = *ctx;
15722
15723
    // Add .ini handle for persistent docking data
15724
1
    ImGuiSettingsHandler ini_handler;
15725
1
    ini_handler.TypeName = "Docking";
15726
1
    ini_handler.TypeHash = ImHashStr("Docking");
15727
1
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15728
1
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15729
1
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15730
1
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15731
1
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15732
1
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15733
1
    g.SettingsHandlers.push_back(ini_handler);
15734
15735
1
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15736
1
}
15737
15738
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15739
0
{
15740
0
    ImGuiDockContext* dc = &ctx->DockContext;
15741
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15742
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15743
0
            IM_DELETE(node);
15744
0
}
15745
15746
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15747
0
{
15748
0
    IM_UNUSED(ctx);
15749
0
    IM_ASSERT(ctx == GImGui);
15750
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15751
0
    DockBuilderRemoveNodeChildNodes(root_id);
15752
0
}
15753
15754
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15755
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15756
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15757
0
{
15758
0
    ImGuiContext& g = *ctx;
15759
0
    ImGuiDockContext* dc = &ctx->DockContext;
15760
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15761
0
    SaveIniSettingsToMemory();
15762
0
    ImGuiID root_id = 0; // Rebuild all
15763
0
    DockContextClearNodes(ctx, root_id, false);
15764
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15765
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15766
0
}
15767
15768
// Docking context update function, called by NewFrame()
15769
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15770
140k
{
15771
140k
    ImGuiContext& g = *ctx;
15772
140k
    ImGuiDockContext* dc = &ctx->DockContext;
15773
140k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15774
0
    {
15775
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15776
0
            DockContextClearNodes(ctx, 0, true);
15777
0
        return;
15778
0
    }
15779
15780
    // Setting NoSplit at runtime merges all nodes
15781
140k
    if (g.IO.ConfigDockingNoSplit)
15782
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15783
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15784
0
                if (node->IsRootNode() && node->IsSplitNode())
15785
0
                {
15786
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15787
                    //dc->WantFullRebuild = true;
15788
0
                }
15789
15790
    // Process full rebuild
15791
#if 0
15792
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15793
        dc->WantFullRebuild = true;
15794
#endif
15795
140k
    if (dc->WantFullRebuild)
15796
0
    {
15797
0
        DockContextRebuildNodes(ctx);
15798
0
        dc->WantFullRebuild = false;
15799
0
    }
15800
15801
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15802
140k
    for (ImGuiDockRequest& req : dc->Requests)
15803
0
    {
15804
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15805
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15806
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15807
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15808
0
    }
15809
140k
}
15810
15811
// Docking context update function, called by NewFrame()
15812
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15813
140k
{
15814
140k
    ImGuiContext& g = *ctx;
15815
140k
    ImGuiDockContext* dc = &ctx->DockContext;
15816
140k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15817
0
        return;
15818
15819
    // [DEBUG] Store hovered dock node.
15820
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15821
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15822
140k
    g.DebugHoveredDockNode = NULL;
15823
140k
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15824
30
    {
15825
30
        if (hovered_window->DockNodeAsHost)
15826
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15827
30
        else if (hovered_window->RootWindow->DockNode)
15828
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15829
30
    }
15830
15831
    // Process Docking requests
15832
140k
    for (ImGuiDockRequest& req : dc->Requests)
15833
0
        if (req.Type == ImGuiDockRequestType_Dock)
15834
0
            DockContextProcessDock(ctx, &req);
15835
140k
    dc->Requests.resize(0);
15836
15837
    // Create windows for each automatic docking nodes
15838
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15839
140k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15840
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15841
0
            if (node->IsFloatingNode())
15842
0
                DockNodeUpdate(node);
15843
140k
}
15844
15845
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15846
140k
{
15847
    // Draw backgrounds of node missing their window
15848
140k
    ImGuiContext& g = *ctx;
15849
140k
    ImGuiDockContext* dc = &g.DockContext;
15850
140k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15851
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15852
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15853
0
            {
15854
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15855
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15856
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15857
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15858
0
            }
15859
140k
}
15860
15861
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15862
0
{
15863
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15864
0
}
15865
15866
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15867
0
{
15868
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15869
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15870
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15871
0
    ImGuiID id = 0x0001;
15872
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15873
0
        id++;
15874
0
    return id;
15875
0
}
15876
15877
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15878
0
{
15879
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15880
0
    ImGuiContext& g = *ctx;
15881
0
    if (id == 0)
15882
0
        id = DockContextGenNodeID(ctx);
15883
0
    else
15884
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15885
15886
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15887
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15888
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15889
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15890
0
    return node;
15891
0
}
15892
15893
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15894
0
{
15895
0
    ImGuiContext& g = *ctx;
15896
0
    ImGuiDockContext* dc = &ctx->DockContext;
15897
15898
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15899
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15900
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15901
0
    IM_ASSERT(node->Windows.Size == 0);
15902
15903
0
    if (node->HostWindow)
15904
0
        node->HostWindow->DockNodeAsHost = NULL;
15905
15906
0
    ImGuiDockNode* parent_node = node->ParentNode;
15907
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15908
0
    if (merge)
15909
0
    {
15910
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15911
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15912
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15913
0
    }
15914
0
    else
15915
0
    {
15916
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15917
0
            if (parent_node->ChildNodes[n] == node)
15918
0
                node->ParentNode->ChildNodes[n] = NULL;
15919
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15920
0
        IM_DELETE(node);
15921
0
    }
15922
0
}
15923
15924
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15925
0
{
15926
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15927
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15928
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15929
0
}
15930
15931
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15932
struct ImGuiDockContextPruneNodeData
15933
{
15934
    int         CountWindows, CountChildWindows, CountChildNodes;
15935
    ImGuiID     RootId;
15936
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15937
};
15938
15939
// Garbage collect unused nodes (run once at init time)
15940
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15941
0
{
15942
0
    ImGuiContext& g = *ctx;
15943
0
    ImGuiDockContext* dc = &ctx->DockContext;
15944
0
    IM_ASSERT(g.Windows.Size == 0);
15945
15946
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15947
0
    pool.Reserve(dc->NodesSettings.Size);
15948
15949
    // Count child nodes and compute RootID
15950
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15951
0
    {
15952
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15953
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15954
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15955
0
        if (settings->ParentNodeId)
15956
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15957
0
    }
15958
15959
    // Count reference to dock ids from dockspaces
15960
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15961
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15962
0
    {
15963
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15964
0
        if (settings->ParentWindowId != 0)
15965
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15966
0
                if (window_settings->DockId)
15967
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15968
0
                        data->CountChildNodes++;
15969
0
    }
15970
15971
    // Count reference to dock ids from window settings
15972
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15973
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15974
0
        if (ImGuiID dock_id = settings->DockId)
15975
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15976
0
            {
15977
0
                data->CountWindows++;
15978
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15979
0
                    data_root->CountChildWindows++;
15980
0
            }
15981
15982
    // Prune
15983
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15984
0
    {
15985
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15986
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15987
0
        if (data->CountWindows > 1)
15988
0
            continue;
15989
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15990
15991
0
        bool remove = false;
15992
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15993
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15994
0
        remove |= (data_root->CountChildWindows == 0);
15995
0
        if (remove)
15996
0
        {
15997
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15998
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15999
0
            settings->ID = 0;
16000
0
        }
16001
0
    }
16002
0
}
16003
16004
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
16005
0
{
16006
    // Build nodes
16007
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
16008
0
    {
16009
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
16010
0
        if (settings->ID == 0)
16011
0
            continue;
16012
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
16013
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
16014
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
16015
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
16016
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
16017
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
16018
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
16019
0
            node->ParentNode->ChildNodes[0] = node;
16020
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
16021
0
            node->ParentNode->ChildNodes[1] = node;
16022
0
        node->SelectedTabId = settings->SelectedTabId;
16023
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
16024
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
16025
16026
        // Bind host window immediately if it already exist (in case of a rebuild)
16027
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
16028
0
        char host_window_title[20];
16029
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16030
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
16031
0
    }
16032
0
}
16033
16034
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
16035
0
{
16036
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
16037
0
    ImGuiContext& g = *ctx;
16038
0
    for (ImGuiWindow* window : g.Windows)
16039
0
    {
16040
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
16041
0
            continue;
16042
0
        if (window->DockNode != NULL)
16043
0
            continue;
16044
16045
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
16046
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
16047
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
16048
0
            DockNodeAddWindow(node, window, true);
16049
0
    }
16050
0
}
16051
16052
//-----------------------------------------------------------------------------
16053
// Docking: ImGuiDockContext Docking/Undocking functions
16054
//-----------------------------------------------------------------------------
16055
// - DockContextQueueDock()
16056
// - DockContextQueueUndockWindow()
16057
// - DockContextQueueUndockNode()
16058
// - DockContextQueueNotifyRemovedNode()
16059
// - DockContextProcessDock()
16060
// - DockContextProcessUndockWindow()
16061
// - DockContextProcessUndockNode()
16062
// - DockContextCalcDropPosForDocking()
16063
//-----------------------------------------------------------------------------
16064
16065
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
16066
0
{
16067
0
    IM_ASSERT(target != payload);
16068
0
    ImGuiDockRequest req;
16069
0
    req.Type = ImGuiDockRequestType_Dock;
16070
0
    req.DockTargetWindow = target;
16071
0
    req.DockTargetNode = target_node;
16072
0
    req.DockPayload = payload;
16073
0
    req.DockSplitDir = split_dir;
16074
0
    req.DockSplitRatio = split_ratio;
16075
0
    req.DockSplitOuter = split_outer;
16076
0
    ctx->DockContext.Requests.push_back(req);
16077
0
}
16078
16079
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
16080
0
{
16081
0
    ImGuiDockRequest req;
16082
0
    req.Type = ImGuiDockRequestType_Undock;
16083
0
    req.UndockTargetWindow = window;
16084
0
    ctx->DockContext.Requests.push_back(req);
16085
0
}
16086
16087
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
16088
0
{
16089
0
    ImGuiDockRequest req;
16090
0
    req.Type = ImGuiDockRequestType_Undock;
16091
0
    req.UndockTargetNode = node;
16092
0
    ctx->DockContext.Requests.push_back(req);
16093
0
}
16094
16095
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
16096
0
{
16097
0
    ImGuiDockContext* dc = &ctx->DockContext;
16098
0
    for (ImGuiDockRequest& req : dc->Requests)
16099
0
        if (req.DockTargetNode == node)
16100
0
            req.Type = ImGuiDockRequestType_None;
16101
0
}
16102
16103
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
16104
0
{
16105
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
16106
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
16107
16108
0
    ImGuiContext& g = *ctx;
16109
0
    IM_UNUSED(g);
16110
16111
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
16112
0
    ImGuiWindow* target_window = req->DockTargetWindow;
16113
0
    ImGuiDockNode* node = req->DockTargetNode;
16114
0
    if (payload_window)
16115
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
16116
0
    else
16117
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
16118
16119
    // Decide which Tab will be selected at the end of the operation
16120
0
    ImGuiID next_selected_id = 0;
16121
0
    ImGuiDockNode* payload_node = NULL;
16122
0
    if (payload_window)
16123
0
    {
16124
0
        payload_node = payload_window->DockNodeAsHost;
16125
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
16126
0
        if (payload_node && payload_node->IsLeafNode())
16127
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
16128
0
        if (payload_node == NULL)
16129
0
            next_selected_id = payload_window->TabId;
16130
0
    }
16131
16132
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
16133
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
16134
0
    if (node)
16135
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
16136
0
    if (node && target_window && node == target_window->DockNodeAsHost)
16137
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
16138
16139
    // Create new node and add existing window to it
16140
0
    if (node == NULL)
16141
0
    {
16142
0
        node = DockContextAddNode(ctx, 0);
16143
0
        node->Pos = target_window->Pos;
16144
0
        node->Size = target_window->Size;
16145
0
        if (target_window->DockNodeAsHost == NULL)
16146
0
        {
16147
0
            DockNodeAddWindow(node, target_window, true);
16148
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
16149
0
            target_window->DockIsActive = true;
16150
0
        }
16151
0
    }
16152
16153
0
    ImGuiDir split_dir = req->DockSplitDir;
16154
0
    if (split_dir != ImGuiDir_None)
16155
0
    {
16156
        // Split into two, one side will be our payload node unless we are dropping a loose window
16157
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16158
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
16159
0
        const float split_ratio = req->DockSplitRatio;
16160
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
16161
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
16162
0
        new_node->HostWindow = node->HostWindow;
16163
0
        node = new_node;
16164
0
    }
16165
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16166
16167
0
    if (node != payload_node)
16168
0
    {
16169
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
16170
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
16171
0
        {
16172
0
            DockNodeAddTabBar(node);
16173
0
            for (int n = 0; n < node->Windows.Size; n++)
16174
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16175
0
        }
16176
16177
0
        if (payload_node != NULL)
16178
0
        {
16179
            // Transfer full payload node (with 1+ child windows or child nodes)
16180
0
            if (payload_node->IsSplitNode())
16181
0
            {
16182
0
                if (node->Windows.Size > 0)
16183
0
                {
16184
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
16185
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
16186
                    // This allows us to preserve some of the underlying dock tree settings nicely.
16187
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
16188
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
16189
0
                    if (visible_node->TabBar)
16190
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
16191
0
                    DockNodeMoveWindows(node, visible_node);
16192
0
                    DockNodeMoveWindows(visible_node, node);
16193
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
16194
0
                }
16195
0
                if (node->IsCentralNode())
16196
0
                {
16197
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
16198
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
16199
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
16200
0
                    IM_ASSERT(last_focused_node != NULL);
16201
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
16202
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
16203
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
16204
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
16205
0
                    last_focused_root_node->CentralNode = last_focused_node;
16206
0
                }
16207
16208
0
                IM_ASSERT(node->Windows.Size == 0);
16209
0
                DockNodeMoveChildNodes(node, payload_node);
16210
0
            }
16211
0
            else
16212
0
            {
16213
0
                const ImGuiID payload_dock_id = payload_node->ID;
16214
0
                DockNodeMoveWindows(node, payload_node);
16215
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
16216
0
            }
16217
0
            DockContextRemoveNode(ctx, payload_node, true);
16218
0
        }
16219
0
        else if (payload_window)
16220
0
        {
16221
            // Transfer single window
16222
0
            const ImGuiID payload_dock_id = payload_window->DockId;
16223
0
            node->VisibleWindow = payload_window;
16224
0
            DockNodeAddWindow(node, payload_window, true);
16225
0
            if (payload_dock_id != 0)
16226
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
16227
0
        }
16228
0
    }
16229
0
    else
16230
0
    {
16231
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
16232
0
        node->WantHiddenTabBarUpdate = true;
16233
0
    }
16234
16235
    // Update selection immediately
16236
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
16237
0
        tab_bar->NextSelectedTabId = next_selected_id;
16238
0
    MarkIniSettingsDirty();
16239
0
}
16240
16241
// Problem:
16242
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
16243
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
16244
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
16245
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
16246
// Solution:
16247
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
16248
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
16249
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
16250
0
{
16251
0
    if (ref_viewport == NULL)
16252
0
        return size;
16253
16254
0
    ImGuiContext& g = *GImGui;
16255
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
16256
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
16257
0
    {
16258
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
16259
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
16260
0
    }
16261
0
    return ImMin(size, max_size);
16262
0
}
16263
16264
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
16265
0
{
16266
0
    ImGuiContext& g = *ctx;
16267
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
16268
0
    if (window->DockNode)
16269
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
16270
0
    else
16271
0
        window->DockId = 0;
16272
0
    window->Collapsed = false;
16273
0
    window->DockIsActive = false;
16274
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
16275
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
16276
16277
0
    MarkIniSettingsDirty();
16278
0
}
16279
16280
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
16281
0
{
16282
0
    ImGuiContext& g = *ctx;
16283
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
16284
0
    IM_ASSERT(node->IsLeafNode());
16285
0
    IM_ASSERT(node->Windows.Size >= 1);
16286
16287
0
    if (node->IsRootNode() || node->IsCentralNode())
16288
0
    {
16289
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
16290
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
16291
0
        new_node->Pos = node->Pos;
16292
0
        new_node->Size = node->Size;
16293
0
        new_node->SizeRef = node->SizeRef;
16294
0
        DockNodeMoveWindows(new_node, node);
16295
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
16296
0
        node = new_node;
16297
0
    }
16298
0
    else
16299
0
    {
16300
        // Otherwise extract our node and merge our sibling back into the parent node.
16301
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16302
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
16303
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
16304
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
16305
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
16306
0
        node->ParentNode = NULL;
16307
0
    }
16308
0
    for (ImGuiWindow* window : node->Windows)
16309
0
    {
16310
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16311
0
        if (window->ParentWindow)
16312
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
16313
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
16314
0
    }
16315
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16316
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
16317
0
    node->WantMouseMove = true;
16318
0
    MarkIniSettingsDirty();
16319
0
}
16320
16321
// This is mostly used for automation.
16322
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
16323
0
{
16324
0
    if (target != NULL && target_node == NULL)
16325
0
        target_node = target->DockNode;
16326
16327
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
16328
    // (which would be functionally identical) we only show the outer one. Reflect this here.
16329
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
16330
0
        split_outer = true;
16331
0
    ImGuiDockPreviewData split_data;
16332
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
16333
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
16334
0
        return false;
16335
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
16336
0
    return true;
16337
0
}
16338
16339
//-----------------------------------------------------------------------------
16340
// Docking: ImGuiDockNode
16341
//-----------------------------------------------------------------------------
16342
// - DockNodeGetTabOrder()
16343
// - DockNodeAddWindow()
16344
// - DockNodeRemoveWindow()
16345
// - DockNodeMoveChildNodes()
16346
// - DockNodeMoveWindows()
16347
// - DockNodeApplyPosSizeToWindows()
16348
// - DockNodeHideHostWindow()
16349
// - ImGuiDockNodeFindInfoResults
16350
// - DockNodeFindInfo()
16351
// - DockNodeFindWindowByID()
16352
// - DockNodeUpdateFlagsAndCollapse()
16353
// - DockNodeUpdateHasCentralNodeFlag()
16354
// - DockNodeUpdateVisibleFlag()
16355
// - DockNodeStartMouseMovingWindow()
16356
// - DockNodeUpdate()
16357
// - DockNodeUpdateWindowMenu()
16358
// - DockNodeBeginAmendTabBar()
16359
// - DockNodeEndAmendTabBar()
16360
// - DockNodeUpdateTabBar()
16361
// - DockNodeAddTabBar()
16362
// - DockNodeRemoveTabBar()
16363
// - DockNodeIsDropAllowedOne()
16364
// - DockNodeIsDropAllowed()
16365
// - DockNodeCalcTabBarLayout()
16366
// - DockNodeCalcSplitRects()
16367
// - DockNodeCalcDropRectsAndTestMousePos()
16368
// - DockNodePreviewDockSetup()
16369
// - DockNodePreviewDockRender()
16370
//-----------------------------------------------------------------------------
16371
16372
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
16373
0
{
16374
0
    ID = id;
16375
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
16376
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
16377
0
    TabBar = NULL;
16378
0
    SplitAxis = ImGuiAxis_None;
16379
16380
0
    State = ImGuiDockNodeState_Unknown;
16381
0
    LastBgColor = IM_COL32_WHITE;
16382
0
    HostWindow = VisibleWindow = NULL;
16383
0
    CentralNode = OnlyNodeWithWindows = NULL;
16384
0
    CountNodeWithWindows = 0;
16385
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
16386
0
    LastFocusedNodeId = 0;
16387
0
    SelectedTabId = 0;
16388
0
    WantCloseTabId = 0;
16389
0
    RefViewportId = 0;
16390
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
16391
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
16392
0
    IsVisible = true;
16393
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
16394
0
    IsBgDrawnThisFrame = false;
16395
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
16396
0
}
16397
16398
ImGuiDockNode::~ImGuiDockNode()
16399
0
{
16400
0
    IM_DELETE(TabBar);
16401
0
    TabBar = NULL;
16402
0
    ChildNodes[0] = ChildNodes[1] = NULL;
16403
0
}
16404
16405
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
16406
0
{
16407
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
16408
0
    if (tab_bar == NULL)
16409
0
        return -1;
16410
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
16411
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
16412
0
}
16413
16414
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
16415
0
{
16416
0
    window->Hidden = true;
16417
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
16418
0
}
16419
16420
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
16421
0
{
16422
0
    ImGuiContext& g = *GImGui; (void)g;
16423
0
    if (window->DockNode)
16424
0
    {
16425
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
16426
0
        IM_ASSERT(window->DockNode->ID != node->ID);
16427
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
16428
0
    }
16429
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
16430
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16431
16432
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
16433
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
16434
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
16435
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
16436
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
16437
16438
0
    node->Windows.push_back(window);
16439
0
    node->WantHiddenTabBarUpdate = true;
16440
0
    window->DockNode = node;
16441
0
    window->DockId = node->ID;
16442
0
    window->DockIsActive = (node->Windows.Size > 1);
16443
0
    window->DockTabWantClose = false;
16444
16445
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
16446
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
16447
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
16448
0
    {
16449
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
16450
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
16451
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
16452
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
16453
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
16454
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16455
0
    }
16456
16457
    // Add to tab bar if requested
16458
0
    if (add_to_tab_bar)
16459
0
    {
16460
0
        if (node->TabBar == NULL)
16461
0
        {
16462
0
            DockNodeAddTabBar(node);
16463
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16464
16465
            // Add existing windows
16466
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16467
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16468
0
        }
16469
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16470
0
    }
16471
16472
0
    DockNodeUpdateVisibleFlag(node);
16473
16474
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16475
0
    if (node->HostWindow)
16476
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16477
0
}
16478
16479
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16480
0
{
16481
0
    ImGuiContext& g = *GImGui;
16482
0
    IM_ASSERT(window->DockNode == node);
16483
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16484
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16485
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16486
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16487
16488
0
    window->DockNode = NULL;
16489
0
    window->DockIsActive = window->DockTabWantClose = false;
16490
0
    window->DockId = save_dock_id;
16491
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16492
0
    if (window->ParentWindow)
16493
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16494
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16495
16496
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16497
0
    {
16498
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16499
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16500
0
        window->Viewport = NULL;
16501
0
        window->ViewportId = 0;
16502
0
        window->ViewportOwned = false;
16503
0
        window->Hidden = true;
16504
0
    }
16505
16506
    // Remove window
16507
0
    bool erased = false;
16508
0
    for (int n = 0; n < node->Windows.Size; n++)
16509
0
        if (node->Windows[n] == window)
16510
0
        {
16511
0
            node->Windows.erase(node->Windows.Data + n);
16512
0
            erased = true;
16513
0
            break;
16514
0
        }
16515
0
    if (!erased)
16516
0
        IM_ASSERT(erased);
16517
0
    if (node->VisibleWindow == window)
16518
0
        node->VisibleWindow = NULL;
16519
16520
    // Remove tab and possibly tab bar
16521
0
    node->WantHiddenTabBarUpdate = true;
16522
0
    if (node->TabBar)
16523
0
    {
16524
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16525
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16526
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16527
0
            DockNodeRemoveTabBar(node);
16528
0
    }
16529
16530
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16531
0
    {
16532
        // Automatic dock node delete themselves if they are not holding at least one tab
16533
0
        DockContextRemoveNode(&g, node, true);
16534
0
        return;
16535
0
    }
16536
16537
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16538
0
    {
16539
0
        ImGuiWindow* remaining_window = node->Windows[0];
16540
        // Note: we used to transport viewport ownership here.
16541
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16542
0
    }
16543
16544
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16545
0
    DockNodeUpdateVisibleFlag(node);
16546
0
}
16547
16548
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16549
0
{
16550
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16551
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16552
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16553
0
    if (dst_node->ChildNodes[0])
16554
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16555
0
    if (dst_node->ChildNodes[1])
16556
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16557
0
    dst_node->SplitAxis = src_node->SplitAxis;
16558
0
    dst_node->SizeRef = src_node->SizeRef;
16559
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16560
0
}
16561
16562
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16563
0
{
16564
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16565
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16566
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16567
0
    if (src_tab_bar != NULL)
16568
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16569
16570
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16571
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16572
0
    if (move_tab_bar)
16573
0
    {
16574
0
        dst_node->TabBar = src_node->TabBar;
16575
0
        src_node->TabBar = NULL;
16576
0
    }
16577
16578
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16579
0
    for (ImGuiWindow* window : src_node->Windows)
16580
0
    {
16581
0
        window->DockNode = NULL;
16582
0
        window->DockIsActive = false;
16583
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16584
0
    }
16585
0
    src_node->Windows.clear();
16586
16587
0
    if (!move_tab_bar && src_node->TabBar)
16588
0
    {
16589
0
        if (dst_node->TabBar)
16590
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16591
0
        DockNodeRemoveTabBar(src_node);
16592
0
    }
16593
0
}
16594
16595
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16596
0
{
16597
0
    for (ImGuiWindow* window : node->Windows)
16598
0
    {
16599
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16600
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16601
0
    }
16602
0
}
16603
16604
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16605
0
{
16606
0
    if (node->HostWindow)
16607
0
    {
16608
0
        if (node->HostWindow->DockNodeAsHost == node)
16609
0
            node->HostWindow->DockNodeAsHost = NULL;
16610
0
        node->HostWindow = NULL;
16611
0
    }
16612
16613
0
    if (node->Windows.Size == 1)
16614
0
    {
16615
0
        node->VisibleWindow = node->Windows[0];
16616
0
        node->Windows[0]->DockIsActive = false;
16617
0
    }
16618
16619
0
    if (node->TabBar)
16620
0
        DockNodeRemoveTabBar(node);
16621
0
}
16622
16623
// Search function called once by root node in DockNodeUpdate()
16624
struct ImGuiDockNodeTreeInfo
16625
{
16626
    ImGuiDockNode*      CentralNode;
16627
    ImGuiDockNode*      FirstNodeWithWindows;
16628
    int                 CountNodesWithWindows;
16629
    //ImGuiWindowClass  WindowClassForMerges;
16630
16631
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16632
};
16633
16634
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16635
0
{
16636
0
    if (node->Windows.Size > 0)
16637
0
    {
16638
0
        if (info->FirstNodeWithWindows == NULL)
16639
0
            info->FirstNodeWithWindows = node;
16640
0
        info->CountNodesWithWindows++;
16641
0
    }
16642
0
    if (node->IsCentralNode())
16643
0
    {
16644
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16645
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16646
0
        info->CentralNode = node;
16647
0
    }
16648
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16649
0
        return;
16650
0
    if (node->ChildNodes[0])
16651
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16652
0
    if (node->ChildNodes[1])
16653
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16654
0
}
16655
16656
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16657
0
{
16658
0
    IM_ASSERT(id != 0);
16659
0
    for (ImGuiWindow* window : node->Windows)
16660
0
        if (window->ID == id)
16661
0
            return window;
16662
0
    return NULL;
16663
0
}
16664
16665
// - Remove inactive windows/nodes.
16666
// - Update visibility flag.
16667
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16668
0
{
16669
0
    ImGuiContext& g = *GImGui;
16670
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16671
16672
    // Inherit most flags
16673
0
    if (node->ParentNode)
16674
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16675
16676
    // Recurse into children
16677
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16678
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16679
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16680
0
    node->HasCentralNodeChild = false;
16681
0
    if (node->ChildNodes[0])
16682
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16683
0
    if (node->ChildNodes[1])
16684
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16685
16686
    // Remove inactive windows, collapse nodes
16687
    // Merge node flags overrides stored in windows
16688
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16689
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16690
0
    {
16691
0
        ImGuiWindow* window = node->Windows[window_n];
16692
0
        IM_ASSERT(window->DockNode == node);
16693
16694
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16695
0
        bool remove = false;
16696
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16697
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16698
0
        remove |= (window->DockTabWantClose);
16699
0
        if (remove)
16700
0
        {
16701
0
            window->DockTabWantClose = false;
16702
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16703
0
            {
16704
0
                DockNodeHideHostWindow(node);
16705
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16706
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16707
0
                return;
16708
0
            }
16709
0
            DockNodeRemoveWindow(node, window, node->ID);
16710
0
            window_n--;
16711
0
            continue;
16712
0
        }
16713
16714
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16715
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16716
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16717
0
    }
16718
0
    node->UpdateMergedFlags();
16719
16720
    // Auto-hide tab bar option
16721
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16722
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16723
0
        node->WantHiddenTabBarToggle = true;
16724
0
    node->WantHiddenTabBarUpdate = false;
16725
16726
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16727
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16728
0
        node->WantHiddenTabBarToggle = false;
16729
16730
    // Apply toggles at a single point of the frame (here!)
16731
0
    if (node->Windows.Size > 1)
16732
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16733
0
    else if (node->WantHiddenTabBarToggle)
16734
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16735
0
    node->WantHiddenTabBarToggle = false;
16736
16737
0
    DockNodeUpdateVisibleFlag(node);
16738
0
}
16739
16740
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16741
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16742
0
{
16743
0
    node->HasCentralNodeChild = false;
16744
0
    if (node->ChildNodes[0])
16745
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16746
0
    if (node->ChildNodes[1])
16747
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16748
0
    if (node->IsRootNode())
16749
0
    {
16750
0
        ImGuiDockNode* mark_node = node->CentralNode;
16751
0
        while (mark_node)
16752
0
        {
16753
0
            mark_node->HasCentralNodeChild = true;
16754
0
            mark_node = mark_node->ParentNode;
16755
0
        }
16756
0
    }
16757
0
}
16758
16759
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16760
0
{
16761
    // Update visibility flag
16762
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16763
0
    is_visible |= (node->Windows.Size > 0);
16764
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16765
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16766
0
    node->IsVisible = is_visible;
16767
0
}
16768
16769
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16770
0
{
16771
0
    ImGuiContext& g = *GImGui;
16772
0
    IM_ASSERT(node->WantMouseMove == true);
16773
0
    StartMouseMovingWindow(window);
16774
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16775
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16776
0
    node->WantMouseMove = false;
16777
0
}
16778
16779
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16780
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16781
0
{
16782
0
    DockNodeUpdateFlagsAndCollapse(node);
16783
16784
    // - Setup central node pointers
16785
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16786
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16787
0
    ImGuiDockNodeTreeInfo info;
16788
0
    DockNodeFindInfo(node, &info);
16789
0
    node->CentralNode = info.CentralNode;
16790
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16791
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16792
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16793
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16794
16795
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16796
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16797
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16798
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16799
0
    {
16800
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16801
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16802
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16803
0
            {
16804
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16805
0
                break;
16806
0
            }
16807
0
    }
16808
16809
0
    ImGuiDockNode* mark_node = node->CentralNode;
16810
0
    while (mark_node)
16811
0
    {
16812
0
        mark_node->HasCentralNodeChild = true;
16813
0
        mark_node = mark_node->ParentNode;
16814
0
    }
16815
0
}
16816
16817
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16818
0
{
16819
    // Remove ourselves from any previous different host window
16820
    // This can happen if a user mistakenly does (see #4295 for details):
16821
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16822
    //  - N+1: NewFrame()                   // will create floating host window for that node
16823
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16824
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16825
0
        node->HostWindow->DockNodeAsHost = NULL;
16826
16827
0
    host_window->DockNodeAsHost = node;
16828
0
    node->HostWindow = host_window;
16829
0
}
16830
16831
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16832
0
{
16833
0
    ImGuiContext& g = *GImGui;
16834
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16835
0
    node->LastFrameAlive = g.FrameCount;
16836
0
    node->IsBgDrawnThisFrame = false;
16837
16838
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16839
0
    if (node->IsRootNode())
16840
0
        DockNodeUpdateForRootNode(node);
16841
16842
    // Remove tab bar if not needed
16843
0
    if (node->TabBar && node->IsNoTabBar())
16844
0
        DockNodeRemoveTabBar(node);
16845
16846
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16847
0
    bool want_to_hide_host_window = false;
16848
0
    if (node->IsFloatingNode())
16849
0
    {
16850
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16851
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16852
0
                want_to_hide_host_window = true;
16853
0
        if (node->CountNodeWithWindows == 0)
16854
0
            want_to_hide_host_window = true;
16855
0
    }
16856
0
    if (want_to_hide_host_window)
16857
0
    {
16858
0
        if (node->Windows.Size == 1)
16859
0
        {
16860
            // Floating window pos/size is authoritative
16861
0
            ImGuiWindow* single_window = node->Windows[0];
16862
0
            node->Pos = single_window->Pos;
16863
0
            node->Size = single_window->SizeFull;
16864
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16865
16866
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16867
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16868
0
                FocusWindow(single_window);
16869
0
            if (node->HostWindow)
16870
0
            {
16871
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16872
0
                single_window->Viewport = node->HostWindow->Viewport;
16873
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16874
0
                if (node->HostWindow->ViewportOwned)
16875
0
                {
16876
0
                    single_window->Viewport->ID = single_window->ID;
16877
0
                    single_window->Viewport->Window = single_window;
16878
0
                    single_window->ViewportOwned = true;
16879
0
                }
16880
0
            }
16881
0
            node->RefViewportId = single_window->ViewportId;
16882
0
        }
16883
16884
0
        DockNodeHideHostWindow(node);
16885
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16886
0
        node->WantCloseAll = false;
16887
0
        node->WantCloseTabId = 0;
16888
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16889
0
        node->LastFrameActive = g.FrameCount;
16890
16891
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16892
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16893
0
        return;
16894
0
    }
16895
16896
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16897
    // while the expected visible window is resizing itself.
16898
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16899
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16900
    //   N+0: Begin(): window created (with no known size), node is created
16901
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16902
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16903
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16904
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16905
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16906
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16907
0
    {
16908
0
        IM_ASSERT(node->Windows.Size > 0);
16909
0
        ImGuiWindow* ref_window = NULL;
16910
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16911
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16912
0
        if (ref_window == NULL)
16913
0
            ref_window = node->Windows[0];
16914
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16915
0
        {
16916
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16917
0
            return;
16918
0
        }
16919
0
    }
16920
16921
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16922
16923
    // Decide if the node will have a close button and a window menu button
16924
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16925
0
    node->HasCloseButton = false;
16926
0
    for (ImGuiWindow* window : node->Windows)
16927
0
    {
16928
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16929
0
        node->HasCloseButton |= window->HasCloseButton;
16930
0
        window->DockIsActive = (node->Windows.Size > 1);
16931
0
    }
16932
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16933
0
        node->HasCloseButton = false;
16934
16935
    // Bind or create host window
16936
0
    ImGuiWindow* host_window = NULL;
16937
0
    bool beginned_into_host_window = false;
16938
0
    if (node->IsDockSpace())
16939
0
    {
16940
        // [Explicit root dockspace node]
16941
0
        IM_ASSERT(node->HostWindow);
16942
0
        host_window = node->HostWindow;
16943
0
    }
16944
0
    else
16945
0
    {
16946
        // [Automatic root or child nodes]
16947
0
        if (node->IsRootNode() && node->IsVisible)
16948
0
        {
16949
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16950
16951
            // Sync Pos
16952
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16953
0
                SetNextWindowPos(ref_window->Pos);
16954
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16955
0
                SetNextWindowPos(node->Pos);
16956
16957
            // Sync Size
16958
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16959
0
                SetNextWindowSize(ref_window->SizeFull);
16960
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16961
0
                SetNextWindowSize(node->Size);
16962
16963
            // Sync Collapsed
16964
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16965
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16966
16967
            // Sync Viewport
16968
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16969
0
                SetNextWindowViewport(ref_window->ViewportId);
16970
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16971
0
                SetNextWindowViewport(node->RefViewportId);
16972
16973
0
            SetNextWindowClass(&node->WindowClass);
16974
16975
            // Begin into the host window
16976
0
            char window_label[20];
16977
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16978
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16979
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16980
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16981
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16982
16983
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16984
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16985
0
            Begin(window_label, NULL, window_flags);
16986
0
            PopStyleVar();
16987
0
            beginned_into_host_window = true;
16988
16989
0
            host_window = g.CurrentWindow;
16990
0
            DockNodeSetupHostWindow(node, host_window);
16991
0
            host_window->DC.CursorPos = host_window->Pos;
16992
0
            node->Pos = host_window->Pos;
16993
0
            node->Size = host_window->Size;
16994
16995
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16996
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16997
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16998
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16999
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
17000
            // after the dock host window, losing their top-most status.
17001
0
            if (node->HostWindow->Appearing)
17002
0
                BringWindowToDisplayFront(node->HostWindow);
17003
17004
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17005
0
        }
17006
0
        else if (node->ParentNode)
17007
0
        {
17008
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
17009
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17010
0
        }
17011
0
        if (node->WantMouseMove && node->HostWindow)
17012
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
17013
0
    }
17014
0
    node->RefViewportId = 0; // Clear when we have a host window
17015
17016
    // Update focused node (the one whose title bar is highlight) within a node tree
17017
0
    if (node->IsSplitNode())
17018
0
        IM_ASSERT(node->TabBar == NULL);
17019
0
    if (node->IsRootNode())
17020
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
17021
0
            while (p_window != NULL && p_window->DockNode != NULL)
17022
0
            {
17023
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
17024
0
                if (p_node == node)
17025
0
                {
17026
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
17027
0
                    break;
17028
0
                }
17029
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
17030
0
            }
17031
17032
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
17033
0
    ImGuiDockNode* central_node = node->CentralNode;
17034
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
17035
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
17036
0
    if (central_node_hole)
17037
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
17038
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
17039
0
                central_node_hole_register_hit_test_hole = false;
17040
0
    if (central_node_hole_register_hit_test_hole)
17041
0
    {
17042
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
17043
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
17044
        // covering passthru node we'd have a gap on the edge not covered by the hole)
17045
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
17046
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
17047
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
17048
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
17049
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
17050
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
17051
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
17052
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
17053
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
17054
0
        if (central_node_hole && !hole_rect.IsInverted())
17055
0
        {
17056
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
17057
0
            if (host_window->ParentWindow)
17058
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
17059
0
        }
17060
0
    }
17061
17062
    // Update position/size, process and draw resizing splitters
17063
0
    if (node->IsRootNode() && host_window)
17064
0
    {
17065
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
17066
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
17067
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
17068
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
17069
0
        DockNodeTreeUpdateSplitter(node);
17070
0
        PopStyleColor(3);
17071
0
    }
17072
17073
    // Draw empty node background (currently can only be the Central Node)
17074
0
    if (host_window && node->IsEmpty() && node->IsVisible)
17075
0
    {
17076
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
17077
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
17078
0
        if (node->LastBgColor != 0)
17079
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
17080
0
        node->IsBgDrawnThisFrame = true;
17081
0
    }
17082
17083
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
17084
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
17085
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
17086
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
17087
0
    if (render_dockspace_bg && node->IsVisible)
17088
0
    {
17089
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
17090
0
        if (central_node_hole)
17091
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
17092
0
        else
17093
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
17094
0
    }
17095
17096
    // Draw and populate Tab Bar
17097
0
    if (host_window)
17098
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
17099
0
    if (host_window && node->Windows.Size > 0)
17100
0
    {
17101
0
        DockNodeUpdateTabBar(node, host_window);
17102
0
    }
17103
0
    else
17104
0
    {
17105
0
        node->WantCloseAll = false;
17106
0
        node->WantCloseTabId = 0;
17107
0
        node->IsFocused = false;
17108
0
    }
17109
0
    if (node->TabBar && node->TabBar->SelectedTabId)
17110
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
17111
0
    else if (node->Windows.Size > 0)
17112
0
        node->SelectedTabId = node->Windows[0]->TabId;
17113
17114
    // Draw payload drop target
17115
0
    if (host_window && node->IsVisible)
17116
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
17117
0
            BeginDockableDragDropTarget(host_window);
17118
17119
    // We update this after DockNodeUpdateTabBar()
17120
0
    node->LastFrameActive = g.FrameCount;
17121
17122
    // Recurse into children
17123
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
17124
0
    if (host_window)
17125
0
    {
17126
0
        if (node->ChildNodes[0])
17127
0
            DockNodeUpdate(node->ChildNodes[0]);
17128
0
        if (node->ChildNodes[1])
17129
0
            DockNodeUpdate(node->ChildNodes[1]);
17130
17131
        // Render outer borders last (after the tab bar)
17132
0
        if (node->IsRootNode())
17133
0
            RenderWindowOuterBorders(host_window);
17134
0
    }
17135
17136
    // End host window
17137
0
    if (beginned_into_host_window) //-V1020
17138
0
        End();
17139
0
}
17140
17141
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
17142
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
17143
0
{
17144
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
17145
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
17146
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
17147
0
        return d;
17148
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
17149
0
}
17150
17151
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
17152
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
17153
// Custom overrides may want to decorate, group, sort entries.
17154
// Please note those are internal structures: if you copy this expect occasional breakage.
17155
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
17156
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
17157
0
{
17158
0
    IM_UNUSED(ctx);
17159
0
    if (tab_bar->Tabs.Size == 1)
17160
0
    {
17161
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
17162
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
17163
0
            node->WantHiddenTabBarToggle = true;
17164
0
    }
17165
0
    else
17166
0
    {
17167
        // Display a selectable list of windows in this docking node
17168
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
17169
0
        {
17170
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17171
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
17172
0
                continue;
17173
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
17174
0
                TabBarQueueFocus(tab_bar, tab);
17175
0
            SameLine();
17176
0
            Text("   ");
17177
0
        }
17178
0
    }
17179
0
}
17180
17181
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
17182
0
{
17183
    // Try to position the menu so it is more likely to stays within the same viewport
17184
0
    ImGuiContext& g = *GImGui;
17185
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
17186
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
17187
0
    else
17188
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
17189
0
    if (BeginPopup("#WindowMenu"))
17190
0
    {
17191
0
        node->IsFocused = true;
17192
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
17193
0
        EndPopup();
17194
0
    }
17195
0
}
17196
17197
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
17198
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
17199
0
{
17200
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
17201
0
        return false;
17202
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
17203
0
        return false;
17204
0
    if (node->TabBar->ID == 0)
17205
0
        return false;
17206
0
    Begin(node->HostWindow->Name);
17207
0
    PushOverrideID(node->ID);
17208
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
17209
0
    IM_UNUSED(ret);
17210
0
    IM_ASSERT(ret);
17211
0
    return true;
17212
0
}
17213
17214
void ImGui::DockNodeEndAmendTabBar()
17215
0
{
17216
0
    EndTabBar();
17217
0
    PopID();
17218
0
    End();
17219
0
}
17220
17221
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
17222
0
{
17223
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
17224
0
    ImGuiContext& g = *GImGui;
17225
0
    if (g.NavWindowingTarget)
17226
0
        return (g.NavWindowingTarget->DockNode == node);
17227
17228
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
17229
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
17230
0
    {
17231
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
17232
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
17233
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
17234
0
            parent_window = parent_window->ParentWindow->RootWindow;
17235
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
17236
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
17237
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
17238
0
                return true;
17239
0
    }
17240
0
    return false;
17241
0
}
17242
17243
// Submit the tab bar corresponding to a dock node and various housekeeping details.
17244
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
17245
0
{
17246
0
    ImGuiContext& g = *GImGui;
17247
0
    ImGuiStyle& style = g.Style;
17248
17249
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
17250
0
    const bool closed_all = node->WantCloseAll && node_was_active;
17251
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
17252
0
    node->WantCloseAll = false;
17253
0
    node->WantCloseTabId = 0;
17254
17255
    // Decide if we should use a focused title bar color
17256
0
    bool is_focused = false;
17257
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
17258
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
17259
0
        is_focused = true;
17260
17261
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
17262
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
17263
0
    {
17264
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
17265
0
        node->IsFocused = is_focused;
17266
0
        if (is_focused)
17267
0
            node->LastFrameFocused = g.FrameCount;
17268
0
        if (node->VisibleWindow)
17269
0
        {
17270
            // Notify root of visible window (used to display title in OS task bar)
17271
0
            if (is_focused || root_node->VisibleWindow == NULL)
17272
0
                root_node->VisibleWindow = node->VisibleWindow;
17273
0
            if (node->TabBar)
17274
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
17275
0
        }
17276
0
        return;
17277
0
    }
17278
17279
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
17280
0
    bool backup_skip_item = host_window->SkipItems;
17281
0
    if (!node->IsDockSpace())
17282
0
    {
17283
0
        host_window->SkipItems = false;
17284
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
17285
0
    }
17286
17287
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
17288
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
17289
    // as docked windows themselves will override the stack with their own root ID.
17290
0
    PushOverrideID(node->ID);
17291
0
    ImGuiTabBar* tab_bar = node->TabBar;
17292
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
17293
0
    if (tab_bar == NULL)
17294
0
    {
17295
0
        DockNodeAddTabBar(node);
17296
0
        tab_bar = node->TabBar;
17297
0
    }
17298
17299
0
    ImGuiID focus_tab_id = 0;
17300
0
    node->IsFocused = is_focused;
17301
17302
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
17303
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
17304
17305
    // In a dock node, the Collapse Button turns into the Window Menu button.
17306
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
17307
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
17308
0
    {
17309
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
17310
0
        DockNodeWindowMenuUpdate(node, tab_bar);
17311
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
17312
0
            focus_tab_id = tab_bar->NextSelectedTabId;
17313
0
        is_focused |= node->IsFocused;
17314
0
    }
17315
17316
    // Layout
17317
0
    ImRect title_bar_rect, tab_bar_rect;
17318
0
    ImVec2 window_menu_button_pos;
17319
0
    ImVec2 close_button_pos;
17320
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
17321
17322
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
17323
0
    const int tabs_count_old = tab_bar->Tabs.Size;
17324
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17325
0
    {
17326
0
        ImGuiWindow* window = node->Windows[window_n];
17327
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
17328
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
17329
0
    }
17330
17331
    // Title bar
17332
0
    if (is_focused)
17333
0
        node->LastFrameFocused = g.FrameCount;
17334
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
17335
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
17336
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
17337
17338
    // Docking/Collapse button
17339
0
    if (has_window_menu_button)
17340
0
    {
17341
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
17342
0
            OpenPopup("#WindowMenu");
17343
0
        if (IsItemActive())
17344
0
            focus_tab_id = tab_bar->SelectedTabId;
17345
0
        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
17346
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
17347
0
    }
17348
17349
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
17350
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
17351
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
17352
0
    {
17353
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
17354
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
17355
0
        tabs_unsorted_start = tab_n;
17356
0
    }
17357
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
17358
0
    {
17359
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
17360
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
17361
0
        {
17362
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17363
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
17364
0
        }
17365
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
17366
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
17367
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
17368
0
    }
17369
17370
    // Apply NavWindow focus back to the tab bar
17371
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
17372
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
17373
17374
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
17375
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
17376
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
17377
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
17378
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
17379
17380
    // Begin tab bar
17381
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
17382
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
17383
0
    if (!host_window->Collapsed && is_focused)
17384
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
17385
0
    tab_bar->ID = GetID("#TabBar");
17386
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
17387
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
17388
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
17389
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
17390
17391
    // Backup style colors
17392
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
17393
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17394
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
17395
17396
    // Submit actual tabs
17397
0
    node->VisibleWindow = NULL;
17398
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17399
0
    {
17400
0
        ImGuiWindow* window = node->Windows[window_n];
17401
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
17402
0
            continue;
17403
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
17404
0
        {
17405
0
            ImGuiTabItemFlags tab_item_flags = 0;
17406
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
17407
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
17408
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
17409
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
17410
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
17411
17412
            // Apply stored style overrides for the window
17413
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17414
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
17415
17416
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
17417
0
            bool tab_open = true;
17418
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
17419
0
            if (!tab_open)
17420
0
                node->WantCloseTabId = window->TabId;
17421
0
            if (tab_bar->VisibleTabId == window->TabId)
17422
0
                node->VisibleWindow = window;
17423
17424
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
17425
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
17426
0
            window->DockTabItemRect = g.LastItemData.Rect;
17427
17428
            // Update navigation ID on menu layer
17429
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
17430
0
                host_window->NavLastIds[1] = window->TabId;
17431
0
        }
17432
0
    }
17433
17434
    // Restore style colors
17435
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17436
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
17437
17438
    // Notify root of visible window (used to display title in OS task bar)
17439
0
    if (node->VisibleWindow)
17440
0
        if (is_focused || root_node->VisibleWindow == NULL)
17441
0
            root_node->VisibleWindow = node->VisibleWindow;
17442
17443
    // Close button (after VisibleWindow was updated)
17444
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
17445
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
17446
0
    const bool close_button_is_visible = node->HasCloseButton;
17447
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
17448
0
    if (close_button_is_visible)
17449
0
    {
17450
0
        if (!close_button_is_enabled)
17451
0
        {
17452
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
17453
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
17454
0
        }
17455
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
17456
0
        {
17457
0
            node->WantCloseAll = true;
17458
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17459
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17460
0
        }
17461
        //if (IsItemActive())
17462
        //    focus_tab_id = tab_bar->SelectedTabId;
17463
0
        if (!close_button_is_enabled)
17464
0
        {
17465
0
            PopStyleColor();
17466
0
            PopItemFlag();
17467
0
        }
17468
0
    }
17469
17470
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17471
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17472
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17473
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17474
0
    {
17475
        // AllowOverlap mode required for appending into dock node tab bar,
17476
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17477
0
        bool held;
17478
0
        KeepAliveID(title_bar_id);
17479
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17480
0
        if (g.HoveredId == title_bar_id)
17481
0
        {
17482
0
            g.LastItemData.ID = title_bar_id;
17483
0
        }
17484
0
        if (held)
17485
0
        {
17486
0
            if (IsMouseClicked(0))
17487
0
                focus_tab_id = tab_bar->SelectedTabId;
17488
17489
            // Forward moving request to selected window
17490
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17491
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
17492
0
        }
17493
0
    }
17494
17495
    // Forward focus from host node to selected window
17496
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17497
    //    focus_tab_id = tab_bar->SelectedTabId;
17498
17499
    // When clicked on a tab we requested focus to the docked child
17500
    // This overrides the value set by "forward focus from host node to selected window".
17501
0
    if (tab_bar->NextSelectedTabId)
17502
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17503
17504
    // Apply navigation focus
17505
0
    if (focus_tab_id != 0)
17506
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17507
0
            if (tab->Window)
17508
0
            {
17509
0
                FocusWindow(tab->Window);
17510
0
                NavInitWindow(tab->Window, false);
17511
0
            }
17512
17513
0
    EndTabBar();
17514
0
    PopID();
17515
17516
    // Restore SkipItems flag
17517
0
    if (!node->IsDockSpace())
17518
0
    {
17519
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17520
0
        host_window->SkipItems = backup_skip_item;
17521
0
    }
17522
0
}
17523
17524
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17525
0
{
17526
0
    IM_ASSERT(node->TabBar == NULL);
17527
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17528
0
}
17529
17530
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17531
0
{
17532
0
    if (node->TabBar == NULL)
17533
0
        return;
17534
0
    IM_DELETE(node->TabBar);
17535
0
    node->TabBar = NULL;
17536
0
}
17537
17538
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17539
0
{
17540
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17541
0
        return false;
17542
17543
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17544
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17545
0
    if (host_class->ClassId != payload_class->ClassId)
17546
0
    {
17547
0
        bool pass = false;
17548
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17549
0
            pass = true;
17550
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17551
0
            pass = true;
17552
0
        if (!pass)
17553
0
            return false;
17554
0
    }
17555
17556
    // Prevent docking any window created above a popup
17557
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17558
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17559
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17560
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17561
0
    ImGuiContext& g = *GImGui;
17562
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17563
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17564
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17565
0
                return false;
17566
17567
0
    return true;
17568
0
}
17569
17570
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17571
0
{
17572
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17573
0
        return true;
17574
17575
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17576
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17577
0
    {
17578
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17579
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
17580
0
            return true;
17581
0
    }
17582
0
    return false;
17583
0
}
17584
17585
// window menu button == collapse button when not in a dock node.
17586
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17587
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17588
0
{
17589
0
    ImGuiContext& g = *GImGui;
17590
0
    ImGuiStyle& style = g.Style;
17591
17592
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17593
0
    if (out_title_rect) { *out_title_rect = r; }
17594
17595
0
    r.Min.x += style.WindowBorderSize;
17596
0
    r.Max.x -= style.WindowBorderSize;
17597
17598
0
    float button_sz = g.FontSize;
17599
0
    r.Min.x += style.FramePadding.x;
17600
0
    r.Max.x -= style.FramePadding.x;
17601
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17602
0
    if (node->HasCloseButton)
17603
0
    {
17604
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17605
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17606
0
    }
17607
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17608
0
    {
17609
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17610
0
    }
17611
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17612
0
    {
17613
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17614
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17615
0
    }
17616
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17617
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17618
0
}
17619
17620
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17621
0
{
17622
0
    ImGuiContext& g = *GImGui;
17623
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17624
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17625
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17626
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17627
17628
    // Distribute size on given axis (with a desired size or equally)
17629
0
    const float w_avail = size_old[axis] - dock_spacing;
17630
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17631
0
    {
17632
0
        size_new[axis] = size_new_desired[axis];
17633
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17634
0
    }
17635
0
    else
17636
0
    {
17637
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17638
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17639
0
    }
17640
17641
    // Position each node
17642
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17643
0
    {
17644
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17645
0
    }
17646
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17647
0
    {
17648
0
        pos_new[axis] = pos_old[axis];
17649
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17650
0
    }
17651
0
}
17652
17653
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17654
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17655
0
{
17656
0
    ImGuiContext& g = *GImGui;
17657
17658
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17659
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17660
0
    float hs_w; // Half-size, longer axis
17661
0
    float hs_h; // Half-size, smaller axis
17662
0
    ImVec2 off; // Distance from edge or center
17663
0
    if (outer_docking)
17664
0
    {
17665
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17666
        //hs_h = ImTrunc(hs_w * 0.15f);
17667
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17668
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17669
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17670
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17671
0
    }
17672
0
    else
17673
0
    {
17674
0
        hs_w = ImTrunc(hs_for_central_nodes);
17675
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17676
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17677
0
    }
17678
17679
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17680
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17681
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17682
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17683
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17684
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17685
17686
0
    if (test_mouse_pos == NULL)
17687
0
        return false;
17688
17689
0
    ImRect hit_r = out_r;
17690
0
    if (!outer_docking)
17691
0
    {
17692
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17693
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17694
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17695
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17696
0
        float r_threshold_center = hs_w * 1.4f;
17697
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17698
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17699
0
            return (dir == ImGuiDir_None);
17700
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17701
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17702
0
    }
17703
0
    return hit_r.Contains(*test_mouse_pos);
17704
0
}
17705
17706
// host_node may be NULL if the window doesn't have a DockNode already.
17707
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17708
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17709
0
{
17710
0
    ImGuiContext& g = *GImGui;
17711
17712
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17713
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17714
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17715
0
    if (payload_node == NULL)
17716
0
        payload_node = payload_window->DockNodeAsHost;
17717
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17718
0
    if (ref_node_for_rect)
17719
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17720
17721
    // Filter, figure out where we are allowed to dock
17722
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17723
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17724
0
    data->IsCenterAvailable = true;
17725
0
    if (is_outer_docking)
17726
0
        data->IsCenterAvailable = false;
17727
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17728
0
        data->IsCenterAvailable = false;
17729
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17730
0
        data->IsCenterAvailable = false;
17731
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17732
0
        data->IsCenterAvailable = false;
17733
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17734
0
        data->IsCenterAvailable = false;
17735
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17736
0
        data->IsCenterAvailable = false;
17737
17738
0
    data->IsSidesAvailable = true;
17739
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17740
0
        data->IsSidesAvailable = false;
17741
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17742
0
        data->IsSidesAvailable = false;
17743
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17744
0
        data->IsSidesAvailable = false;
17745
17746
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17747
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17748
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17749
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17750
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17751
17752
    // Calculate drop shapes geometry for allowed splitting directions
17753
0
    IM_ASSERT(ImGuiDir_None == -1);
17754
0
    data->SplitNode = host_node;
17755
0
    data->SplitDir = ImGuiDir_None;
17756
0
    data->IsSplitDirExplicit = false;
17757
0
    if (!host_window->Collapsed)
17758
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17759
0
        {
17760
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17761
0
                continue;
17762
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17763
0
                continue;
17764
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17765
0
            {
17766
0
                data->SplitDir = (ImGuiDir)dir;
17767
0
                data->IsSplitDirExplicit = true;
17768
0
            }
17769
0
        }
17770
17771
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17772
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17773
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17774
0
        data->IsDropAllowed = false;
17775
17776
    // Calculate split area
17777
0
    data->SplitRatio = 0.0f;
17778
0
    if (data->SplitDir != ImGuiDir_None)
17779
0
    {
17780
0
        ImGuiDir split_dir = data->SplitDir;
17781
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17782
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17783
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17784
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17785
17786
        // Calculate split ratio so we can pass it down the docking request
17787
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17788
0
        data->FutureNode.Pos = pos_new;
17789
0
        data->FutureNode.Size = size_new;
17790
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17791
0
    }
17792
0
}
17793
17794
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17795
0
{
17796
0
    ImGuiContext& g = *GImGui;
17797
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17798
17799
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17800
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17801
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17802
17803
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17804
0
    int overlay_draw_lists_count = 0;
17805
0
    ImDrawList* overlay_draw_lists[2];
17806
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17807
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17808
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17809
17810
    // Draw main preview rectangle
17811
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17812
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17813
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17814
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17815
17816
    // Display area preview
17817
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17818
0
    if (data->IsDropAllowed)
17819
0
    {
17820
0
        ImRect overlay_rect = data->FutureNode.Rect();
17821
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17822
0
            overlay_rect.Min.y += GetFrameHeight();
17823
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17824
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17825
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17826
0
    }
17827
17828
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17829
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17830
0
    {
17831
        // Compute target tab bar geometry so we can locate our preview tabs
17832
0
        ImRect tab_bar_rect;
17833
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17834
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17835
0
        if (host_node && host_node->TabBar)
17836
0
        {
17837
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17838
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17839
0
            else
17840
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17841
0
        }
17842
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17843
0
        {
17844
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17845
0
        }
17846
17847
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17848
0
        if (root_payload->DockNodeAsHost)
17849
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17850
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17851
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17852
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17853
0
        {
17854
            // DockNode's TabBar may have non-window Tabs manually appended by user
17855
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17856
0
            if (tab_bar_with_payload && payload_window == NULL)
17857
0
                continue;
17858
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17859
0
                continue;
17860
17861
            // Calculate the tab bounding box for each payload window
17862
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17863
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17864
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17865
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17866
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17867
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17868
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17869
0
            {
17870
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17871
0
                if (!tab_bar_rect.Contains(tab_bb))
17872
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17873
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17874
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17875
0
                if (!tab_bar_rect.Contains(tab_bb))
17876
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17877
0
            }
17878
0
            PopStyleColor();
17879
0
        }
17880
0
    }
17881
17882
    // Display drop boxes
17883
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17884
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17885
0
    {
17886
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17887
0
        {
17888
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17889
0
            ImRect draw_r_in = draw_r;
17890
0
            draw_r_in.Expand(-2.0f);
17891
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17892
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17893
0
            {
17894
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17895
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17896
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17897
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17898
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17899
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17900
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17901
0
            }
17902
0
        }
17903
17904
        // Stop after ImGuiDir_None
17905
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17906
0
            return;
17907
0
    }
17908
0
}
17909
17910
//-----------------------------------------------------------------------------
17911
// Docking: ImGuiDockNode Tree manipulation functions
17912
//-----------------------------------------------------------------------------
17913
// - DockNodeTreeSplit()
17914
// - DockNodeTreeMerge()
17915
// - DockNodeTreeUpdatePosSize()
17916
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17917
// - DockNodeTreeUpdateSplitter()
17918
// - DockNodeTreeFindFallbackLeafNode()
17919
// - DockNodeTreeFindNodeByPos()
17920
//-----------------------------------------------------------------------------
17921
17922
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17923
0
{
17924
0
    ImGuiContext& g = *GImGui;
17925
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17926
17927
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17928
0
    child_0->ParentNode = parent_node;
17929
17930
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17931
0
    child_1->ParentNode = parent_node;
17932
17933
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17934
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17935
0
    parent_node->ChildNodes[0] = child_0;
17936
0
    parent_node->ChildNodes[1] = child_1;
17937
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17938
0
    parent_node->SplitAxis = split_axis;
17939
0
    parent_node->VisibleWindow = NULL;
17940
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17941
17942
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17943
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17944
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17945
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17946
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17947
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17948
17949
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17950
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17951
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17952
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17953
17954
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17955
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17956
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17957
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17958
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17959
0
    child_0->UpdateMergedFlags();
17960
0
    child_1->UpdateMergedFlags();
17961
0
    parent_node->UpdateMergedFlags();
17962
0
    if (child_inheritor->IsCentralNode())
17963
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17964
0
}
17965
17966
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17967
0
{
17968
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17969
0
    ImGuiContext& g = *GImGui;
17970
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17971
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17972
0
    IM_ASSERT(child_0 || child_1);
17973
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17974
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17975
0
    {
17976
0
        IM_ASSERT(parent_node->TabBar == NULL);
17977
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17978
0
    }
17979
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17980
17981
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17982
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17983
0
    if (child_0)
17984
0
    {
17985
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17986
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17987
0
    }
17988
0
    if (child_1)
17989
0
    {
17990
0
        DockNodeMoveWindows(parent_node, child_1);
17991
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17992
0
    }
17993
0
    DockNodeApplyPosSizeToWindows(parent_node);
17994
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17995
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17996
0
    parent_node->SizeRef = backup_last_explicit_size;
17997
17998
    // Flags transfer
17999
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
18000
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
18001
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
18002
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
18003
0
    parent_node->UpdateMergedFlags();
18004
18005
0
    if (child_0)
18006
0
    {
18007
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
18008
0
        IM_DELETE(child_0);
18009
0
    }
18010
0
    if (child_1)
18011
0
    {
18012
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
18013
0
        IM_DELETE(child_1);
18014
0
    }
18015
0
}
18016
18017
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
18018
// (Depth-first, Pre-Order)
18019
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
18020
0
{
18021
    // During the regular dock node update we write to all nodes.
18022
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
18023
0
    ImGuiContext& g = *GImGui;
18024
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
18025
0
    if (write_to_node)
18026
0
    {
18027
0
        node->Pos = pos;
18028
0
        node->Size = size;
18029
0
    }
18030
18031
0
    if (node->IsLeafNode())
18032
0
        return;
18033
18034
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
18035
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
18036
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
18037
0
    ImVec2 child_0_size = size, child_1_size = size;
18038
18039
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
18040
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
18041
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
18042
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
18043
18044
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
18045
0
    {
18046
0
        const float spacing = g.Style.DockingSeparatorSize;
18047
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
18048
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
18049
18050
        // Size allocation policy
18051
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
18052
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
18053
18054
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
18055
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
18056
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
18057
18058
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
18059
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
18060
0
        {
18061
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
18062
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
18063
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18064
0
        }
18065
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
18066
0
        {
18067
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
18068
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
18069
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18070
0
        }
18071
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
18072
0
        {
18073
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
18074
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
18075
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
18076
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
18077
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
18078
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18079
0
        }
18080
18081
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
18082
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
18083
0
        {
18084
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
18085
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
18086
0
        }
18087
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
18088
0
        {
18089
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
18090
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
18091
0
        }
18092
0
        else
18093
0
        {
18094
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
18095
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
18096
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
18097
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
18098
0
        }
18099
18100
0
        child_1_pos[axis] += spacing + child_0_size[axis];
18101
0
    }
18102
18103
0
    if (only_write_to_single_node == NULL)
18104
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
18105
18106
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
18107
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
18108
0
    if (child_0_recurse)
18109
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
18110
0
    if (child_1_recurse)
18111
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
18112
0
}
18113
18114
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
18115
0
{
18116
0
    if (node->IsLeafNode())
18117
0
    {
18118
0
        touching_nodes->push_back(node);
18119
0
        return;
18120
0
    }
18121
0
    if (node->ChildNodes[0]->IsVisible)
18122
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
18123
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
18124
0
    if (node->ChildNodes[1]->IsVisible)
18125
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
18126
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
18127
0
}
18128
18129
// (Depth-First, Pre-Order)
18130
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
18131
0
{
18132
0
    if (node->IsLeafNode())
18133
0
        return;
18134
18135
0
    ImGuiContext& g = *GImGui;
18136
18137
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
18138
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
18139
0
    if (child_0->IsVisible && child_1->IsVisible)
18140
0
    {
18141
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
18142
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
18143
0
        IM_ASSERT(axis != ImGuiAxis_None);
18144
0
        ImRect bb;
18145
0
        bb.Min = child_0->Pos;
18146
0
        bb.Max = child_1->Pos;
18147
0
        bb.Min[axis] += child_0->Size[axis];
18148
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
18149
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
18150
18151
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
18152
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
18153
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
18154
0
        {
18155
0
            ImGuiWindow* window = g.CurrentWindow;
18156
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
18157
0
        }
18158
0
        else
18159
0
        {
18160
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
18161
            //bb.Max[axis] -= 1;
18162
0
            PushID(node->ID);
18163
18164
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
18165
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
18166
0
            float min_size = g.Style.WindowMinSize[axis];
18167
0
            float resize_limits[2];
18168
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
18169
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
18170
18171
0
            ImGuiID splitter_id = GetID("##Splitter");
18172
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
18173
0
            {
18174
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
18175
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
18176
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
18177
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
18178
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
18179
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
18180
18181
                // [DEBUG] Render touching nodes & limits
18182
                /*
18183
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
18184
                for (int n = 0; n < 2; n++)
18185
                {
18186
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
18187
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
18188
                    if (axis == ImGuiAxis_X)
18189
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
18190
                    else
18191
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
18192
                }
18193
                */
18194
0
            }
18195
18196
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
18197
0
            float cur_size_0 = child_0->Size[axis];
18198
0
            float cur_size_1 = child_1->Size[axis];
18199
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
18200
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
18201
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
18202
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
18203
0
            {
18204
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
18205
0
                {
18206
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
18207
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
18208
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
18209
18210
                    // Lock the size of every node that is a sibling of the node we are touching
18211
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
18212
0
                    for (int side_n = 0; side_n < 2; side_n++)
18213
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
18214
0
                        {
18215
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
18216
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
18217
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
18218
0
                            while (touching_node->ParentNode != node)
18219
0
                            {
18220
0
                                if (touching_node->ParentNode->SplitAxis == axis)
18221
0
                                {
18222
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
18223
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
18224
0
                                    node_to_preserve->WantLockSizeOnce = true;
18225
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
18226
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
18227
0
                                }
18228
0
                                touching_node = touching_node->ParentNode;
18229
0
                            }
18230
0
                        }
18231
18232
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
18233
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
18234
0
                    MarkIniSettingsDirty();
18235
0
                }
18236
0
            }
18237
0
            PopID();
18238
0
        }
18239
0
    }
18240
18241
0
    if (child_0->IsVisible)
18242
0
        DockNodeTreeUpdateSplitter(child_0);
18243
0
    if (child_1->IsVisible)
18244
0
        DockNodeTreeUpdateSplitter(child_1);
18245
0
}
18246
18247
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
18248
0
{
18249
0
    if (node->IsLeafNode())
18250
0
        return node;
18251
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
18252
0
        return leaf_node;
18253
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
18254
0
        return leaf_node;
18255
0
    return NULL;
18256
0
}
18257
18258
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
18259
0
{
18260
0
    if (!node->IsVisible)
18261
0
        return NULL;
18262
18263
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
18264
0
    ImRect r(node->Pos, node->Pos + node->Size);
18265
0
    r.Expand(dock_spacing * 0.5f);
18266
0
    bool inside = r.Contains(pos);
18267
0
    if (!inside)
18268
0
        return NULL;
18269
18270
0
    if (node->IsLeafNode())
18271
0
        return node;
18272
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
18273
0
        return hovered_node;
18274
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
18275
0
        return hovered_node;
18276
18277
    // This means we are hovering over the splitter/spacing of a parent node
18278
0
    return node;
18279
0
}
18280
18281
//-----------------------------------------------------------------------------
18282
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
18283
//-----------------------------------------------------------------------------
18284
// - SetWindowDock() [Internal]
18285
// - DockSpace()
18286
// - DockSpaceOverViewport()
18287
//-----------------------------------------------------------------------------
18288
18289
// [Internal] Called via SetNextWindowDockID()
18290
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
18291
0
{
18292
    // Test condition (NB: bit 0 is always true) and clear flags for next time
18293
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
18294
0
        return;
18295
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
18296
18297
0
    if (window->DockId == dock_id)
18298
0
        return;
18299
18300
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
18301
0
    ImGuiContext& g = *GImGui;
18302
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id))
18303
0
        if (new_node->IsSplitNode())
18304
0
        {
18305
            // Policy: Find central node or latest focused node. We first move back to our root node.
18306
0
            new_node = DockNodeGetRootNode(new_node);
18307
0
            if (new_node->CentralNode)
18308
0
            {
18309
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
18310
0
                dock_id = new_node->CentralNode->ID;
18311
0
            }
18312
0
            else
18313
0
            {
18314
0
                dock_id = new_node->LastFocusedNodeId;
18315
0
            }
18316
0
        }
18317
18318
0
    if (window->DockId == dock_id)
18319
0
        return;
18320
18321
0
    if (window->DockNode)
18322
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
18323
0
    window->DockId = dock_id;
18324
0
}
18325
18326
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
18327
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
18328
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
18329
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
18330
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
18331
0
{
18332
0
    ImGuiContext& g = *GImGui;
18333
0
    ImGuiWindow* window = GetCurrentWindowRead();
18334
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18335
0
        return 0;
18336
18337
    // Early out if parent window is hidden/collapsed
18338
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
18339
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
18340
0
    if (window->SkipItems)
18341
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
18342
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
18343
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
18344
18345
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
18346
0
    IM_ASSERT(id != 0);
18347
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18348
0
    if (!node)
18349
0
    {
18350
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
18351
0
        node = DockContextAddNode(&g, id);
18352
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
18353
0
    }
18354
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
18355
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
18356
0
    node->SharedFlags = flags;
18357
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
18358
18359
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
18360
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
18361
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
18362
0
    {
18363
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
18364
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18365
0
        return id;
18366
0
    }
18367
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18368
18369
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
18370
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
18371
0
    {
18372
0
        node->LastFrameAlive = g.FrameCount;
18373
0
        return id;
18374
0
    }
18375
18376
0
    const ImVec2 content_avail = GetContentRegionAvail();
18377
0
    ImVec2 size = ImTrunc(size_arg);
18378
0
    if (size.x <= 0.0f)
18379
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
18380
0
    if (size.y <= 0.0f)
18381
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
18382
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18383
18384
0
    node->Pos = window->DC.CursorPos;
18385
0
    node->Size = node->SizeRef = size;
18386
0
    SetNextWindowPos(node->Pos);
18387
0
    SetNextWindowSize(node->Size);
18388
0
    g.NextWindowData.PosUndock = false;
18389
18390
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
18391
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
18392
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
18393
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
18394
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
18395
0
    window_flags |= ImGuiWindowFlags_NoBackground;
18396
18397
0
    char title[256];
18398
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
18399
18400
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
18401
0
    Begin(title, NULL, window_flags);
18402
0
    PopStyleVar();
18403
18404
0
    ImGuiWindow* host_window = g.CurrentWindow;
18405
0
    DockNodeSetupHostWindow(node, host_window);
18406
0
    host_window->ChildId = window->GetID(title);
18407
0
    node->OnlyNodeWithWindows = NULL;
18408
18409
0
    IM_ASSERT(node->IsRootNode());
18410
18411
    // We need to handle the rare case were a central node is missing.
18412
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
18413
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
18414
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
18415
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
18416
    // as it doesn't make sense for an empty dockspace to not have this property.
18417
0
    if (node->IsLeafNode() && !node->IsCentralNode())
18418
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18419
18420
    // Update the node
18421
0
    DockNodeUpdate(node);
18422
18423
0
    End();
18424
18425
0
    ImRect bb(node->Pos, node->Pos + size);
18426
0
    ItemSize(size);
18427
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
18428
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
18429
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
18430
18431
0
    return id;
18432
0
}
18433
18434
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
18435
// The limitation with this call is that your window won't have a menu bar.
18436
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
18437
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
18438
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
18439
0
{
18440
0
    if (viewport == NULL)
18441
0
        viewport = GetMainViewport();
18442
18443
0
    SetNextWindowPos(viewport->WorkPos);
18444
0
    SetNextWindowSize(viewport->WorkSize);
18445
0
    SetNextWindowViewport(viewport->ID);
18446
18447
0
    ImGuiWindowFlags host_window_flags = 0;
18448
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
18449
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
18450
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
18451
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
18452
18453
0
    char label[32];
18454
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
18455
18456
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
18457
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18458
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18459
0
    Begin(label, NULL, host_window_flags);
18460
0
    PopStyleVar(3);
18461
18462
0
    ImGuiID dockspace_id = GetID("DockSpace");
18463
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18464
0
    End();
18465
18466
0
    return dockspace_id;
18467
0
}
18468
18469
//-----------------------------------------------------------------------------
18470
// Docking: Builder Functions
18471
//-----------------------------------------------------------------------------
18472
// Very early end-user API to manipulate dock nodes.
18473
// Only available in imgui_internal.h. Expect this API to change/break!
18474
// It is expected that those functions are all called _before_ the dockspace node submission.
18475
//-----------------------------------------------------------------------------
18476
// - DockBuilderDockWindow()
18477
// - DockBuilderGetNode()
18478
// - DockBuilderSetNodePos()
18479
// - DockBuilderSetNodeSize()
18480
// - DockBuilderAddNode()
18481
// - DockBuilderRemoveNode()
18482
// - DockBuilderRemoveNodeChildNodes()
18483
// - DockBuilderRemoveNodeDockedWindows()
18484
// - DockBuilderSplitNode()
18485
// - DockBuilderCopyNodeRec()
18486
// - DockBuilderCopyNode()
18487
// - DockBuilderCopyWindowSettings()
18488
// - DockBuilderCopyDockSpace()
18489
// - DockBuilderFinish()
18490
//-----------------------------------------------------------------------------
18491
18492
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18493
0
{
18494
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18495
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18496
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18497
0
    ImGuiID window_id = ImHashStr(window_name);
18498
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18499
0
    {
18500
        // Apply to created window
18501
0
        ImGuiID prev_node_id = window->DockId;
18502
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18503
0
        if (window->DockId != prev_node_id)
18504
0
            window->DockOrder = -1;
18505
0
    }
18506
0
    else
18507
0
    {
18508
        // Apply to settings
18509
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18510
0
        if (settings == NULL)
18511
0
            settings = CreateNewWindowSettings(window_name);
18512
0
        if (settings->DockId != node_id)
18513
0
            settings->DockOrder = -1;
18514
0
        settings->DockId = node_id;
18515
0
    }
18516
0
}
18517
18518
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18519
0
{
18520
0
    ImGuiContext& g = *GImGui;
18521
0
    return DockContextFindNodeByID(&g, node_id);
18522
0
}
18523
18524
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18525
0
{
18526
0
    ImGuiContext& g = *GImGui;
18527
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18528
0
    if (node == NULL)
18529
0
        return;
18530
0
    node->Pos = pos;
18531
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18532
0
}
18533
18534
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18535
0
{
18536
0
    ImGuiContext& g = *GImGui;
18537
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18538
0
    if (node == NULL)
18539
0
        return;
18540
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18541
0
    node->Size = node->SizeRef = size;
18542
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18543
0
}
18544
18545
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18546
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18547
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18548
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18549
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18550
// - Use (id == 0) to let the system allocate a node identifier.
18551
// - Existing node with a same id will be removed.
18552
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18553
0
{
18554
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18555
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18556
18557
0
    if (node_id != 0)
18558
0
        DockBuilderRemoveNode(node_id);
18559
18560
0
    ImGuiDockNode* node = NULL;
18561
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18562
0
    {
18563
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18564
0
        node = DockContextFindNodeByID(&g, node_id);
18565
0
    }
18566
0
    else
18567
0
    {
18568
0
        node = DockContextAddNode(&g, node_id);
18569
0
        node->SetLocalFlags(flags);
18570
0
    }
18571
0
    node->LastFrameAlive = g.FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18572
0
    return node->ID;
18573
0
}
18574
18575
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18576
0
{
18577
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18578
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18579
18580
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18581
0
    if (node == NULL)
18582
0
        return;
18583
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18584
0
    DockBuilderRemoveNodeChildNodes(node_id);
18585
    // Node may have moved or deleted if e.g. any merge happened
18586
0
    node = DockContextFindNodeByID(&g, node_id);
18587
0
    if (node == NULL)
18588
0
        return;
18589
0
    if (node->IsCentralNode() && node->ParentNode)
18590
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18591
0
    DockContextRemoveNode(&g, node, true);
18592
0
}
18593
18594
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18595
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18596
0
{
18597
0
    ImGuiContext& g = *GImGui;
18598
0
    ImGuiDockContext* dc = &g.DockContext;
18599
18600
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL;
18601
0
    if (root_id && root_node == NULL)
18602
0
        return;
18603
0
    bool has_central_node = false;
18604
18605
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18606
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18607
18608
    // Process active windows
18609
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18610
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18611
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18612
0
        {
18613
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18614
0
            if (want_removal)
18615
0
            {
18616
0
                if (node->IsCentralNode())
18617
0
                    has_central_node = true;
18618
0
                if (root_id != 0)
18619
0
                    DockContextQueueNotifyRemovedNode(&g, node);
18620
0
                if (root_node)
18621
0
                {
18622
0
                    DockNodeMoveWindows(root_node, node);
18623
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18624
0
                }
18625
0
                nodes_to_remove.push_back(node);
18626
0
            }
18627
0
        }
18628
18629
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18630
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18631
0
    if (root_node)
18632
0
    {
18633
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18634
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18635
0
    }
18636
18637
    // Apply to settings
18638
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18639
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18640
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18641
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18642
0
                {
18643
0
                    settings->DockId = root_id;
18644
0
                    break;
18645
0
                }
18646
18647
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18648
0
    if (nodes_to_remove.Size > 1)
18649
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18650
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18651
0
        DockContextRemoveNode(&g, nodes_to_remove[n], false);
18652
18653
0
    if (root_id == 0)
18654
0
    {
18655
0
        dc->Nodes.Clear();
18656
0
        dc->Requests.clear();
18657
0
    }
18658
0
    else if (has_central_node)
18659
0
    {
18660
0
        root_node->CentralNode = root_node;
18661
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18662
0
    }
18663
0
}
18664
18665
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18666
0
{
18667
    // Clear references in settings
18668
0
    ImGuiContext& g = *GImGui;
18669
0
    if (clear_settings_refs)
18670
0
    {
18671
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18672
0
        {
18673
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18674
0
            if (!want_removal && settings->DockId != 0)
18675
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId))
18676
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18677
0
                        want_removal = true;
18678
0
            if (want_removal)
18679
0
                settings->DockId = 0;
18680
0
        }
18681
0
    }
18682
18683
    // Clear references in windows
18684
0
    for (int n = 0; n < g.Windows.Size; n++)
18685
0
    {
18686
0
        ImGuiWindow* window = g.Windows[n];
18687
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18688
0
        if (want_removal)
18689
0
        {
18690
0
            const ImGuiID backup_dock_id = window->DockId;
18691
0
            IM_UNUSED(backup_dock_id);
18692
0
            DockContextProcessUndockWindow(&g, window, clear_settings_refs);
18693
0
            if (!clear_settings_refs)
18694
0
                IM_ASSERT(window->DockId == backup_dock_id);
18695
0
        }
18696
0
    }
18697
0
}
18698
18699
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18700
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18701
// FIXME-DOCK: We are not exposing nor using split_outer.
18702
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18703
0
{
18704
0
    ImGuiContext& g = *GImGui;
18705
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18706
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18707
18708
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18709
0
    if (node == NULL)
18710
0
    {
18711
0
        IM_ASSERT(node != NULL);
18712
0
        return 0;
18713
0
    }
18714
18715
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18716
18717
0
    ImGuiDockRequest req;
18718
0
    req.Type = ImGuiDockRequestType_Split;
18719
0
    req.DockTargetWindow = NULL;
18720
0
    req.DockTargetNode = node;
18721
0
    req.DockPayload = NULL;
18722
0
    req.DockSplitDir = split_dir;
18723
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18724
0
    req.DockSplitOuter = false;
18725
0
    DockContextProcessDock(&g, &req);
18726
18727
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18728
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18729
0
    if (out_id_at_dir)
18730
0
        *out_id_at_dir = id_at_dir;
18731
0
    if (out_id_at_opposite_dir)
18732
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18733
0
    return id_at_dir;
18734
0
}
18735
18736
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18737
0
{
18738
0
    ImGuiContext& g = *GImGui;
18739
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18740
0
    dst_node->SharedFlags = src_node->SharedFlags;
18741
0
    dst_node->LocalFlags = src_node->LocalFlags;
18742
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18743
0
    dst_node->Pos = src_node->Pos;
18744
0
    dst_node->Size = src_node->Size;
18745
0
    dst_node->SizeRef = src_node->SizeRef;
18746
0
    dst_node->SplitAxis = src_node->SplitAxis;
18747
0
    dst_node->UpdateMergedFlags();
18748
18749
0
    out_node_remap_pairs->push_back(src_node->ID);
18750
0
    out_node_remap_pairs->push_back(dst_node->ID);
18751
18752
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18753
0
        if (src_node->ChildNodes[child_n])
18754
0
        {
18755
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18756
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18757
0
        }
18758
18759
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18760
0
    return dst_node;
18761
0
}
18762
18763
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18764
0
{
18765
0
    ImGuiContext& g = *GImGui;
18766
0
    IM_ASSERT(src_node_id != 0);
18767
0
    IM_ASSERT(dst_node_id != 0);
18768
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18769
18770
0
    DockBuilderRemoveNode(dst_node_id);
18771
18772
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id);
18773
0
    IM_ASSERT(src_node != NULL);
18774
18775
0
    out_node_remap_pairs->clear();
18776
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18777
18778
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18779
0
}
18780
18781
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18782
0
{
18783
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18784
0
    if (src_window == NULL)
18785
0
        return;
18786
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18787
0
    {
18788
0
        dst_window->Pos = src_window->Pos;
18789
0
        dst_window->Size = src_window->Size;
18790
0
        dst_window->SizeFull = src_window->SizeFull;
18791
0
        dst_window->Collapsed = src_window->Collapsed;
18792
0
    }
18793
0
    else
18794
0
    {
18795
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18796
0
        if (!dst_settings)
18797
0
            dst_settings = CreateNewWindowSettings(dst_name);
18798
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18799
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18800
0
        {
18801
0
            dst_settings->ViewportPos = window_pos_2ih;
18802
0
            dst_settings->ViewportId = src_window->ViewportId;
18803
0
            dst_settings->Pos = ImVec2ih(0, 0);
18804
0
        }
18805
0
        else
18806
0
        {
18807
0
            dst_settings->Pos = window_pos_2ih;
18808
0
        }
18809
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18810
0
        dst_settings->Collapsed = src_window->Collapsed;
18811
0
    }
18812
0
}
18813
18814
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18815
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18816
0
{
18817
0
    ImGuiContext& g = *GImGui;
18818
0
    IM_ASSERT(src_dockspace_id != 0);
18819
0
    IM_ASSERT(dst_dockspace_id != 0);
18820
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18821
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18822
18823
    // Duplicate entire dock
18824
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18825
    // whereas we could attempt to at least keep them together in a new, same floating node.
18826
0
    ImVector<ImGuiID> node_remap_pairs;
18827
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18828
18829
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18830
    // (The windows associated to src_dockspace_id are staying in place)
18831
0
    ImVector<ImGuiID> src_windows;
18832
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18833
0
    {
18834
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18835
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18836
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18837
0
        src_windows.push_back(src_window_id);
18838
18839
        // Search in the remapping tables
18840
0
        ImGuiID src_dock_id = 0;
18841
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18842
0
            src_dock_id = src_window->DockId;
18843
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18844
0
            src_dock_id = src_window_settings->DockId;
18845
0
        ImGuiID dst_dock_id = 0;
18846
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18847
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18848
0
            {
18849
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18850
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18851
0
                break;
18852
0
            }
18853
18854
0
        if (dst_dock_id != 0)
18855
0
        {
18856
            // Docked windows gets redocked into the new node hierarchy.
18857
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18858
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18859
0
        }
18860
0
        else
18861
0
        {
18862
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18863
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18864
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18865
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18866
0
        }
18867
0
    }
18868
18869
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18870
    // Find those windows and move to them to the cloned dock node. This may be optional?
18871
    // Dock those are a second step as undocking would invalidate source dock nodes.
18872
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18873
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18874
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18875
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18876
0
        {
18877
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18878
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18879
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18880
0
            {
18881
0
                ImGuiWindow* window = node->Windows[window_n];
18882
0
                if (src_windows.contains(window->ID))
18883
0
                    continue;
18884
18885
                // Docked windows gets redocked into the new node hierarchy.
18886
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18887
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18888
0
            }
18889
0
        }
18890
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18891
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18892
0
}
18893
18894
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18895
void ImGui::DockBuilderFinish(ImGuiID root_id)
18896
0
{
18897
0
    ImGuiContext& g = *GImGui;
18898
    //DockContextRebuild(&g);
18899
0
    DockContextBuildAddWindowsToNodes(&g, root_id);
18900
0
}
18901
18902
//-----------------------------------------------------------------------------
18903
// Docking: Begin/End Support Functions (called from Begin/End)
18904
//-----------------------------------------------------------------------------
18905
// - GetWindowAlwaysWantOwnTabBar()
18906
// - DockContextBindNodeToWindow()
18907
// - BeginDocked()
18908
// - BeginDockableDragDropSource()
18909
// - BeginDockableDragDropTarget()
18910
//-----------------------------------------------------------------------------
18911
18912
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18913
285k
{
18914
285k
    ImGuiContext& g = *GImGui;
18915
285k
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18916
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18917
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18918
0
                return true;
18919
285k
    return false;
18920
285k
}
18921
18922
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18923
0
{
18924
0
    ImGuiContext& g = *ctx;
18925
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18926
0
    IM_ASSERT(window->DockNode == NULL);
18927
18928
    // We should not be docking into a split node (SetWindowDock should avoid this)
18929
0
    if (node && node->IsSplitNode())
18930
0
    {
18931
0
        DockContextProcessUndockWindow(ctx, window);
18932
0
        return NULL;
18933
0
    }
18934
18935
    // Create node
18936
0
    if (node == NULL)
18937
0
    {
18938
0
        node = DockContextAddNode(ctx, window->DockId);
18939
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18940
0
        node->LastFrameAlive = g.FrameCount;
18941
0
    }
18942
18943
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18944
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18945
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18946
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18947
0
    if (!node->IsVisible)
18948
0
    {
18949
0
        ImGuiDockNode* ancestor_node = node;
18950
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18951
0
            ancestor_node = ancestor_node->ParentNode;
18952
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18953
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18954
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18955
0
    }
18956
18957
    // Add window to node
18958
0
    bool node_was_visible = node->IsVisible;
18959
0
    DockNodeAddWindow(node, window, true);
18960
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18961
0
    IM_ASSERT(node == window->DockNode);
18962
0
    return node;
18963
0
}
18964
18965
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18966
0
{
18967
0
    ImGuiContext& g = *GImGui;
18968
18969
    // Clear fields ahead so most early-out paths don't have to do it
18970
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18971
18972
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18973
0
    if (auto_dock_node)
18974
0
    {
18975
0
        if (window->DockId == 0)
18976
0
        {
18977
0
            IM_ASSERT(window->DockNode == NULL);
18978
0
            window->DockId = DockContextGenNodeID(&g);
18979
0
        }
18980
0
    }
18981
0
    else
18982
0
    {
18983
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18984
0
        bool want_undock = false;
18985
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18986
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18987
0
        if (want_undock)
18988
0
        {
18989
0
            DockContextProcessUndockWindow(&g, window);
18990
0
            return;
18991
0
        }
18992
0
    }
18993
18994
    // Bind to our dock node
18995
0
    ImGuiDockNode* node = window->DockNode;
18996
0
    if (node != NULL)
18997
0
        IM_ASSERT(window->DockId == node->ID);
18998
0
    if (window->DockId != 0 && node == NULL)
18999
0
    {
19000
0
        node = DockContextBindNodeToWindow(&g, window);
19001
0
        if (node == NULL)
19002
0
            return;
19003
0
    }
19004
19005
#if 0
19006
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
19007
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
19008
    {
19009
        DockContextProcessUndockWindow(ctx, window);
19010
        return;
19011
    }
19012
#endif
19013
19014
    // Undock if our dockspace node disappeared
19015
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
19016
0
    if (node->LastFrameAlive < g.FrameCount)
19017
0
    {
19018
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
19019
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
19020
0
        if (root_node->LastFrameAlive < g.FrameCount)
19021
0
            DockContextProcessUndockWindow(&g, window);
19022
0
        else
19023
0
            window->DockIsActive = true;
19024
0
        return;
19025
0
    }
19026
19027
    // Store style overrides
19028
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
19029
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
19030
19031
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
19032
    // and never create neither a host window neither a tab bar.
19033
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
19034
0
    if (node->HostWindow == NULL)
19035
0
    {
19036
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
19037
0
            window->DockIsActive = true;
19038
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
19039
0
            DockNodeHideWindowDuringHostWindowCreation(window);
19040
0
        return;
19041
0
    }
19042
19043
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
19044
0
    IM_ASSERT(node->HostWindow);
19045
0
    IM_ASSERT(node->IsLeafNode());
19046
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
19047
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
19048
19049
    // Undock if we are submitted earlier than the host window
19050
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
19051
0
    {
19052
0
        DockContextProcessUndockWindow(&g, window);
19053
0
        return;
19054
0
    }
19055
19056
    // Position/Size window
19057
0
    SetNextWindowPos(node->Pos);
19058
0
    SetNextWindowSize(node->Size);
19059
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
19060
0
    window->DockIsActive = true;
19061
0
    window->DockNodeIsVisible = true;
19062
0
    window->DockTabIsVisible = false;
19063
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
19064
0
        return;
19065
19066
    // When the window is selected we mark it as visible.
19067
0
    if (node->VisibleWindow == window)
19068
0
        window->DockTabIsVisible = true;
19069
19070
    // Update window flag
19071
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
19072
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
19073
0
    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
19074
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
19075
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
19076
0
    else
19077
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
19078
19079
    // Save new dock order only if the window has been visible once already
19080
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
19081
0
    if (node->TabBar && window->WasActive)
19082
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
19083
19084
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
19085
0
        *p_open = false;
19086
19087
    // Update ChildId to allow returning from Child to Parent with Escape
19088
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
19089
0
    window->ChildId = parent_window->GetID(window->Name);
19090
0
}
19091
19092
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
19093
3
{
19094
3
    ImGuiContext& g = *GImGui;
19095
3
    IM_ASSERT(g.ActiveId == window->MoveId);
19096
3
    IM_ASSERT(g.MovingWindow == window);
19097
3
    IM_ASSERT(g.CurrentWindow == window);
19098
19099
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
19100
3
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
19101
0
    {
19102
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
19103
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
19104
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
19105
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
19106
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
19107
0
        return;
19108
0
    }
19109
19110
3
    g.LastItemData.ID = window->MoveId;
19111
3
    window = window->RootWindowDockTree;
19112
3
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
19113
3
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
19114
3
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
19115
0
    {
19116
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
19117
0
        EndDragDropSource();
19118
19119
        // Store style overrides
19120
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
19121
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
19122
0
    }
19123
3
}
19124
19125
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
19126
0
{
19127
0
    ImGuiContext& g = *GImGui;
19128
19129
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
19130
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
19131
0
    if (!g.DragDropActive)
19132
0
        return;
19133
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19134
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
19135
0
        return;
19136
19137
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
19138
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
19139
0
    const ImGuiPayload* payload = &g.DragDropPayload;
19140
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
19141
0
    {
19142
0
        EndDragDropTarget();
19143
0
        return;
19144
0
    }
19145
19146
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
19147
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
19148
0
    {
19149
        // Select target node
19150
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
19151
0
        bool dock_into_floating_window = false;
19152
0
        ImGuiDockNode* node = NULL;
19153
0
        if (window->DockNodeAsHost)
19154
0
        {
19155
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
19156
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
19157
19158
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
19159
            // In this case we need to fallback into any leaf mode, possibly the central node.
19160
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
19161
0
            if (node && node->IsDockSpace() && node->IsRootNode())
19162
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
19163
0
        }
19164
0
        else
19165
0
        {
19166
0
            if (window->DockNode)
19167
0
                node = window->DockNode;
19168
0
            else
19169
0
                dock_into_floating_window = true; // Dock into a regular window
19170
0
        }
19171
19172
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
19173
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
19174
19175
        // Preview docking request and find out split direction/ratio
19176
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
19177
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
19178
0
        if (do_preview && (node != NULL || dock_into_floating_window))
19179
0
        {
19180
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
19181
0
            ImGuiDockPreviewData split_inner;
19182
0
            ImGuiDockPreviewData split_outer;
19183
0
            ImGuiDockPreviewData* split_data = &split_inner;
19184
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
19185
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
19186
0
                {
19187
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
19188
0
                    if (split_outer.IsSplitDirExplicit)
19189
0
                        split_data = &split_outer;
19190
0
                }
19191
0
            if (!node || node->IsLeafNode())
19192
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
19193
0
            if (split_data == &split_outer)
19194
0
                split_inner.IsDropAllowed = false;
19195
19196
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
19197
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
19198
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
19199
19200
            // Queue docking request
19201
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
19202
0
                DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
19203
0
        }
19204
0
    }
19205
0
    EndDragDropTarget();
19206
0
}
19207
19208
//-----------------------------------------------------------------------------
19209
// Docking: Settings
19210
//-----------------------------------------------------------------------------
19211
// - DockSettingsRenameNodeReferences()
19212
// - DockSettingsRemoveNodeReferences()
19213
// - DockSettingsFindNodeSettings()
19214
// - DockSettingsHandler_ApplyAll()
19215
// - DockSettingsHandler_ReadOpen()
19216
// - DockSettingsHandler_ReadLine()
19217
// - DockSettingsHandler_DockNodeToSettings()
19218
// - DockSettingsHandler_WriteAll()
19219
//-----------------------------------------------------------------------------
19220
19221
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
19222
0
{
19223
0
    ImGuiContext& g = *GImGui;
19224
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
19225
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
19226
0
    {
19227
0
        ImGuiWindow* window = g.Windows[window_n];
19228
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
19229
0
            window->DockId = new_node_id;
19230
0
    }
19231
    //// FIXME-OPT: We could remove this loop by storing the index in the map
19232
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19233
0
        if (settings->DockId == old_node_id)
19234
0
            settings->DockId = new_node_id;
19235
0
}
19236
19237
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
19238
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
19239
0
{
19240
0
    ImGuiContext& g = *GImGui;
19241
0
    int found = 0;
19242
    //// FIXME-OPT: We could remove this loop by storing the index in the map
19243
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19244
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
19245
0
            if (settings->DockId == node_ids[node_n])
19246
0
            {
19247
0
                settings->DockId = 0;
19248
0
                settings->DockOrder = -1;
19249
0
                if (++found < node_ids_count)
19250
0
                    break;
19251
0
                return;
19252
0
            }
19253
0
}
19254
19255
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
19256
0
{
19257
    // FIXME-OPT
19258
0
    ImGuiDockContext* dc = &ctx->DockContext;
19259
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
19260
0
        if (dc->NodesSettings[n].ID == id)
19261
0
            return &dc->NodesSettings[n];
19262
0
    return NULL;
19263
0
}
19264
19265
// Clear settings data
19266
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
19267
0
{
19268
0
    ImGuiDockContext* dc = &ctx->DockContext;
19269
0
    dc->NodesSettings.clear();
19270
0
    DockContextClearNodes(ctx, 0, true);
19271
0
}
19272
19273
// Recreate nodes based on settings data
19274
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
19275
0
{
19276
    // Prune settings at boot time only
19277
0
    ImGuiDockContext* dc = &ctx->DockContext;
19278
0
    if (ctx->Windows.Size == 0)
19279
0
        DockContextPruneUnusedSettingsNodes(ctx);
19280
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
19281
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
19282
0
}
19283
19284
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
19285
0
{
19286
0
    if (strcmp(name, "Data") != 0)
19287
0
        return NULL;
19288
0
    return (void*)1;
19289
0
}
19290
19291
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
19292
0
{
19293
0
    char c = 0;
19294
0
    int x = 0, y = 0;
19295
0
    int r = 0;
19296
19297
    // Parsing, e.g.
19298
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
19299
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
19300
    // Important: this code expect currently fields in a fixed order.
19301
0
    ImGuiDockNodeSettings node;
19302
0
    line = ImStrSkipBlank(line);
19303
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
19304
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
19305
0
    else return;
19306
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
19307
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
19308
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
19309
0
    if (node.ParentNodeId == 0)
19310
0
    {
19311
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
19312
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
19313
0
    }
19314
0
    else
19315
0
    {
19316
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
19317
0
    }
19318
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
19319
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
19320
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
19321
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
19322
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
19323
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
19324
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
19325
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
19326
0
    if (node.ParentNodeId != 0)
19327
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
19328
0
            node.Depth = parent_settings->Depth + 1;
19329
0
    ctx->DockContext.NodesSettings.push_back(node);
19330
0
}
19331
19332
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
19333
0
{
19334
0
    ImGuiDockNodeSettings node_settings;
19335
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
19336
0
    node_settings.ID = node->ID;
19337
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
19338
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
19339
0
    node_settings.SelectedTabId = node->SelectedTabId;
19340
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
19341
0
    node_settings.Depth = (char)depth;
19342
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
19343
0
    node_settings.Pos = ImVec2ih(node->Pos);
19344
0
    node_settings.Size = ImVec2ih(node->Size);
19345
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
19346
0
    dc->NodesSettings.push_back(node_settings);
19347
0
    if (node->ChildNodes[0])
19348
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
19349
0
    if (node->ChildNodes[1])
19350
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
19351
0
}
19352
19353
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
19354
0
{
19355
0
    ImGuiContext& g = *ctx;
19356
0
    ImGuiDockContext* dc = &ctx->DockContext;
19357
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
19358
0
        return;
19359
19360
    // Gather settings data
19361
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
19362
0
    dc->NodesSettings.resize(0);
19363
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
19364
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
19365
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19366
0
            if (node->IsRootNode())
19367
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
19368
19369
0
    int max_depth = 0;
19370
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19371
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
19372
19373
    // Write to text buffer
19374
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
19375
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19376
0
    {
19377
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
19378
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
19379
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
19380
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
19381
0
        if (node_settings->ParentNodeId)
19382
0
        {
19383
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
19384
0
        }
19385
0
        else
19386
0
        {
19387
0
            if (node_settings->ParentWindowId)
19388
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
19389
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
19390
0
        }
19391
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
19392
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
19393
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
19394
0
            buf->appendf(" NoResize=1");
19395
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
19396
0
            buf->appendf(" CentralNode=1");
19397
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
19398
0
            buf->appendf(" NoTabBar=1");
19399
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
19400
0
            buf->appendf(" HiddenTabBar=1");
19401
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
19402
0
            buf->appendf(" NoWindowMenuButton=1");
19403
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
19404
0
            buf->appendf(" NoCloseButton=1");
19405
0
        if (node_settings->SelectedTabId)
19406
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
19407
19408
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
19409
0
        if (g.IO.ConfigDebugIniSettings)
19410
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
19411
0
            {
19412
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
19413
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
19414
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
19415
                // Iterate settings so we can give info about windows that didn't exist during the session.
19416
0
                int contains_window = 0;
19417
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19418
0
                    if (settings->DockId == node_settings->ID)
19419
0
                    {
19420
0
                        if (contains_window++ == 0)
19421
0
                            buf->appendf(" ; contains ");
19422
0
                        buf->appendf("'%s' ", settings->GetName());
19423
0
                    }
19424
0
            }
19425
19426
0
        buf->appendf("\n");
19427
0
    }
19428
0
    buf->appendf("\n");
19429
0
}
19430
19431
19432
//-----------------------------------------------------------------------------
19433
// [SECTION] PLATFORM DEPENDENT HELPERS
19434
//-----------------------------------------------------------------------------
19435
19436
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
19437
19438
#ifdef _MSC_VER
19439
#pragma comment(lib, "user32")
19440
#pragma comment(lib, "kernel32")
19441
#endif
19442
19443
// Win32 clipboard implementation
19444
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
19445
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19446
{
19447
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19448
    g.ClipboardHandlerData.clear();
19449
    if (!::OpenClipboard(NULL))
19450
        return NULL;
19451
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
19452
    if (wbuf_handle == NULL)
19453
    {
19454
        ::CloseClipboard();
19455
        return NULL;
19456
    }
19457
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19458
    {
19459
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19460
        g.ClipboardHandlerData.resize(buf_len);
19461
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19462
    }
19463
    ::GlobalUnlock(wbuf_handle);
19464
    ::CloseClipboard();
19465
    return g.ClipboardHandlerData.Data;
19466
}
19467
19468
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19469
{
19470
    if (!::OpenClipboard(NULL))
19471
        return;
19472
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19473
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19474
    if (wbuf_handle == NULL)
19475
    {
19476
        ::CloseClipboard();
19477
        return;
19478
    }
19479
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19480
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19481
    ::GlobalUnlock(wbuf_handle);
19482
    ::EmptyClipboard();
19483
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19484
        ::GlobalFree(wbuf_handle);
19485
    ::CloseClipboard();
19486
}
19487
19488
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19489
19490
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19491
static PasteboardRef main_clipboard = 0;
19492
19493
// OSX clipboard implementation
19494
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19495
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19496
{
19497
    if (!main_clipboard)
19498
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19499
    PasteboardClear(main_clipboard);
19500
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19501
    if (cf_data)
19502
    {
19503
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19504
        CFRelease(cf_data);
19505
    }
19506
}
19507
19508
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19509
{
19510
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19511
    if (!main_clipboard)
19512
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19513
    PasteboardSynchronize(main_clipboard);
19514
19515
    ItemCount item_count = 0;
19516
    PasteboardGetItemCount(main_clipboard, &item_count);
19517
    for (ItemCount i = 0; i < item_count; i++)
19518
    {
19519
        PasteboardItemID item_id = 0;
19520
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19521
        CFArrayRef flavor_type_array = 0;
19522
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19523
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19524
        {
19525
            CFDataRef cf_data;
19526
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19527
            {
19528
                g.ClipboardHandlerData.clear();
19529
                int length = (int)CFDataGetLength(cf_data);
19530
                g.ClipboardHandlerData.resize(length + 1);
19531
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19532
                g.ClipboardHandlerData[length] = 0;
19533
                CFRelease(cf_data);
19534
                return g.ClipboardHandlerData.Data;
19535
            }
19536
        }
19537
    }
19538
    return NULL;
19539
}
19540
19541
#else
19542
19543
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19544
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19545
0
{
19546
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19547
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19548
0
}
19549
19550
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19551
0
{
19552
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19553
0
    g.ClipboardHandlerData.clear();
19554
0
    const char* text_end = text + strlen(text);
19555
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19556
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19557
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19558
0
}
19559
19560
#endif
19561
19562
// Win32 API IME support (for Asian languages, etc.)
19563
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19564
19565
#include <imm.h>
19566
#ifdef _MSC_VER
19567
#pragma comment(lib, "imm32")
19568
#endif
19569
19570
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19571
{
19572
    // Notify OS Input Method Editor of text input position
19573
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19574
    if (hwnd == 0)
19575
        return;
19576
19577
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19578
    if (HIMC himc = ::ImmGetContext(hwnd))
19579
    {
19580
        COMPOSITIONFORM composition_form = {};
19581
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19582
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19583
        composition_form.dwStyle = CFS_FORCE_POSITION;
19584
        ::ImmSetCompositionWindow(himc, &composition_form);
19585
        CANDIDATEFORM candidate_form = {};
19586
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19587
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19588
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19589
        ::ImmSetCandidateWindow(himc, &candidate_form);
19590
        ::ImmReleaseContext(hwnd, himc);
19591
    }
19592
}
19593
19594
#else
19595
19596
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19597
19598
#endif
19599
19600
//-----------------------------------------------------------------------------
19601
// [SECTION] METRICS/DEBUGGER WINDOW
19602
//-----------------------------------------------------------------------------
19603
// - DebugRenderViewportThumbnail() [Internal]
19604
// - RenderViewportsThumbnails() [Internal]
19605
// - DebugTextEncoding()
19606
// - MetricsHelpMarker() [Internal]
19607
// - ShowFontAtlas() [Internal]
19608
// - ShowMetricsWindow()
19609
// - DebugNodeColumns() [Internal]
19610
// - DebugNodeDockNode() [Internal]
19611
// - DebugNodeDrawList() [Internal]
19612
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19613
// - DebugNodeFont() [Internal]
19614
// - DebugNodeFontGlyph() [Internal]
19615
// - DebugNodeStorage() [Internal]
19616
// - DebugNodeTabBar() [Internal]
19617
// - DebugNodeViewport() [Internal]
19618
// - DebugNodeWindow() [Internal]
19619
// - DebugNodeWindowSettings() [Internal]
19620
// - DebugNodeWindowsList() [Internal]
19621
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19622
//-----------------------------------------------------------------------------
19623
19624
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19625
19626
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19627
0
{
19628
0
    ImGuiContext& g = *GImGui;
19629
0
    ImGuiWindow* window = g.CurrentWindow;
19630
19631
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19632
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19633
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19634
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19635
0
    for (ImGuiWindow* thumb_window : g.Windows)
19636
0
    {
19637
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19638
0
            continue;
19639
0
        if (thumb_window->Viewport != viewport)
19640
0
            continue;
19641
19642
0
        ImRect thumb_r = thumb_window->Rect();
19643
0
        ImRect title_r = thumb_window->TitleBarRect();
19644
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19645
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height
19646
0
        thumb_r.ClipWithFull(bb);
19647
0
        title_r.ClipWithFull(bb);
19648
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19649
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19650
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19651
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19652
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19653
0
    }
19654
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19655
0
    if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID)
19656
0
        window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
19657
0
}
19658
19659
static void RenderViewportsThumbnails()
19660
0
{
19661
0
    ImGuiContext& g = *GImGui;
19662
0
    ImGuiWindow* window = g.CurrentWindow;
19663
19664
    // Draw monitor and calculate their boundaries
19665
0
    float SCALE = 1.0f / 8.0f;
19666
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19667
0
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
19668
0
        bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize));
19669
0
    ImVec2 p = window->DC.CursorPos;
19670
0
    ImVec2 off = p - bb_full.Min * SCALE;
19671
0
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
19672
0
    {
19673
0
        ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE);
19674
0
        window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f);
19675
0
        window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f);
19676
0
    }
19677
19678
    // Draw viewports
19679
0
    for (ImGuiViewportP* viewport : g.Viewports)
19680
0
    {
19681
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19682
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19683
0
    }
19684
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19685
0
}
19686
19687
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19688
0
{
19689
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19690
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19691
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19692
0
}
19693
19694
// Draw an arbitrary US keyboard layout to visualize translated keys
19695
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19696
0
{
19697
0
    const float scale = ImGui::GetFontSize() / 13.0f;
19698
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale;
19699
0
    const float  key_rounding = 3.0f * scale;
19700
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale;
19701
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale;
19702
0
    const float  key_face_rounding = 2.0f * scale;
19703
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale;
19704
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19705
0
    const float  key_row_offset = 9.0f * scale;
19706
19707
0
    ImVec2 board_min = GetCursorScreenPos();
19708
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19709
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19710
19711
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19712
0
    const KeyLayoutData keys_to_display[] =
19713
0
    {
19714
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19715
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19716
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19717
0
    };
19718
19719
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19720
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19721
0
    Dummy(board_max - board_min);
19722
0
    if (!IsItemVisible())
19723
0
        return;
19724
0
    draw_list->PushClipRect(board_min, board_max, true);
19725
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19726
0
    {
19727
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19728
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19729
0
        ImVec2 key_max = key_min + key_size;
19730
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19731
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19732
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19733
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19734
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19735
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19736
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19737
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19738
0
        if (IsKeyDown(key_data->Key))
19739
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19740
0
    }
19741
0
    draw_list->PopClipRect();
19742
0
}
19743
19744
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19745
void ImGui::DebugTextEncoding(const char* str)
19746
0
{
19747
0
    Text("Text: \"%s\"", str);
19748
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19749
0
        return;
19750
0
    TableSetupColumn("Offset");
19751
0
    TableSetupColumn("UTF-8");
19752
0
    TableSetupColumn("Glyph");
19753
0
    TableSetupColumn("Codepoint");
19754
0
    TableHeadersRow();
19755
0
    for (const char* p = str; *p != 0; )
19756
0
    {
19757
0
        unsigned int c;
19758
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19759
0
        TableNextColumn();
19760
0
        Text("%d", (int)(p - str));
19761
0
        TableNextColumn();
19762
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19763
0
        {
19764
0
            if (byte_index > 0)
19765
0
                SameLine();
19766
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19767
0
        }
19768
0
        TableNextColumn();
19769
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19770
0
            TextUnformatted(p, p + c_utf8_len);
19771
0
        else
19772
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19773
0
        TableNextColumn();
19774
0
        Text("U+%04X", (int)c);
19775
0
        p += c_utf8_len;
19776
0
    }
19777
0
    EndTable();
19778
0
}
19779
19780
static void DebugFlashStyleColorStop()
19781
0
{
19782
0
    ImGuiContext& g = *GImGui;
19783
0
    if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT)
19784
0
        g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup;
19785
0
    g.DebugFlashStyleColorIdx = ImGuiCol_COUNT;
19786
0
}
19787
19788
// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls.
19789
void ImGui::DebugFlashStyleColor(ImGuiCol idx)
19790
0
{
19791
0
    ImGuiContext& g = *GImGui;
19792
0
    DebugFlashStyleColorStop();
19793
0
    g.DebugFlashStyleColorTime = 0.5f;
19794
0
    g.DebugFlashStyleColorIdx = idx;
19795
0
    g.DebugFlashStyleColorBackup = g.Style.Colors[idx];
19796
0
}
19797
19798
void ImGui::UpdateDebugToolFlashStyleColor()
19799
140k
{
19800
140k
    ImGuiContext& g = *GImGui;
19801
140k
    if (g.DebugFlashStyleColorTime <= 0.0f)
19802
140k
        return;
19803
0
    ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z);
19804
0
    g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f;
19805
0
    if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f)
19806
0
        DebugFlashStyleColorStop();
19807
0
}
19808
19809
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19810
static void MetricsHelpMarker(const char* desc)
19811
0
{
19812
0
    ImGui::TextDisabled("(?)");
19813
0
    if (ImGui::BeginItemTooltip())
19814
0
    {
19815
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19816
0
        ImGui::TextUnformatted(desc);
19817
0
        ImGui::PopTextWrapPos();
19818
0
        ImGui::EndTooltip();
19819
0
    }
19820
0
}
19821
19822
// [DEBUG] List fonts in a font atlas and display its texture
19823
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19824
0
{
19825
0
    for (ImFont* font : atlas->Fonts)
19826
0
    {
19827
0
        PushID(font);
19828
0
        DebugNodeFont(font);
19829
0
        PopID();
19830
0
    }
19831
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19832
0
    {
19833
0
        ImGuiContext& g = *GImGui;
19834
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19835
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19836
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19837
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19838
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19839
0
        TreePop();
19840
0
    }
19841
0
}
19842
19843
void ImGui::ShowMetricsWindow(bool* p_open)
19844
0
{
19845
0
    ImGuiContext& g = *GImGui;
19846
0
    ImGuiIO& io = g.IO;
19847
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19848
0
    if (cfg->ShowDebugLog)
19849
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19850
0
    if (cfg->ShowIDStackTool)
19851
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19852
19853
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19854
0
    {
19855
0
        End();
19856
0
        return;
19857
0
    }
19858
19859
    // [DEBUG] Clear debug breaks hooks after exactly one cycle.
19860
0
    DebugBreakClearData();
19861
19862
    // Basic info
19863
0
    Text("Dear ImGui %s", GetVersion());
19864
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19865
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19866
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19867
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19868
19869
0
    Separator();
19870
19871
    // Debugging enums
19872
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19873
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19874
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19875
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19876
0
    if (cfg->ShowWindowsRectsType < 0)
19877
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19878
0
    if (cfg->ShowTablesRectsType < 0)
19879
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19880
19881
0
    struct Funcs
19882
0
    {
19883
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19884
0
        {
19885
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19886
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19887
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19888
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19889
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19890
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19891
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19892
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19893
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19894
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19895
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19896
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19897
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19898
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19899
0
            IM_ASSERT(0);
19900
0
            return ImRect();
19901
0
        }
19902
19903
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19904
0
        {
19905
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19906
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19907
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19908
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19909
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19910
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19911
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19912
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19913
0
            IM_ASSERT(0);
19914
0
            return ImRect();
19915
0
        }
19916
0
    };
19917
19918
    // Tools
19919
0
    if (TreeNode("Tools"))
19920
0
    {
19921
        // Debug Break features
19922
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19923
0
        SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x);
19924
0
        SameLine();
19925
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19926
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19927
0
            DebugStartItemPicker();
19928
0
        Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent);
19929
19930
0
        SeparatorText("Visualize");
19931
19932
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19933
0
        SameLine();
19934
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19935
19936
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19937
0
        SameLine();
19938
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19939
19940
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19941
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19942
0
        SameLine();
19943
0
        SetNextItemWidth(GetFontSize() * 12);
19944
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19945
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19946
0
        {
19947
0
            BulletText("'%s':", g.NavWindow->Name);
19948
0
            Indent();
19949
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19950
0
            {
19951
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19952
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19953
0
            }
19954
0
            Unindent();
19955
0
        }
19956
19957
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19958
0
        SameLine();
19959
0
        SetNextItemWidth(GetFontSize() * 12);
19960
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19961
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19962
0
        {
19963
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19964
0
            {
19965
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19966
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19967
0
                    continue;
19968
19969
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19970
0
                if (IsItemHovered())
19971
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19972
0
                Indent();
19973
0
                char buf[128];
19974
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19975
0
                {
19976
0
                    if (rect_n >= TRT_ColumnsRect)
19977
0
                    {
19978
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19979
0
                            continue;
19980
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19981
0
                        {
19982
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19983
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19984
0
                            Selectable(buf);
19985
0
                            if (IsItemHovered())
19986
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19987
0
                        }
19988
0
                    }
19989
0
                    else
19990
0
                    {
19991
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19992
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19993
0
                        Selectable(buf);
19994
0
                        if (IsItemHovered())
19995
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19996
0
                    }
19997
0
                }
19998
0
                Unindent();
19999
0
            }
20000
0
        }
20001
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
20002
20003
0
        SeparatorText("Validate");
20004
20005
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
20006
0
        SameLine();
20007
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
20008
20009
0
        Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer);
20010
0
        SameLine();
20011
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
20012
0
        if (cfg->ShowTextEncodingViewer)
20013
0
        {
20014
0
            static char buf[64] = "";
20015
0
            SetNextItemWidth(-FLT_MIN);
20016
0
            InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf));
20017
0
            if (buf[0] != 0)
20018
0
                DebugTextEncoding(buf);
20019
0
        }
20020
20021
0
        TreePop();
20022
0
    }
20023
20024
    // Windows
20025
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
20026
0
    {
20027
        //SetNextItemOpen(true, ImGuiCond_Once);
20028
0
        DebugNodeWindowsList(&g.Windows, "By display order");
20029
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
20030
0
        if (TreeNode("By submission order (begin stack)"))
20031
0
        {
20032
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
20033
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
20034
0
            temp_buffer.resize(0);
20035
0
            for (ImGuiWindow* window : g.Windows)
20036
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
20037
0
                    temp_buffer.push_back(window);
20038
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
20039
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
20040
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
20041
0
            TreePop();
20042
0
        }
20043
20044
0
        TreePop();
20045
0
    }
20046
20047
    // DrawLists
20048
0
    int drawlist_count = 0;
20049
0
    for (ImGuiViewportP* viewport : g.Viewports)
20050
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
20051
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
20052
0
    {
20053
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
20054
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
20055
0
        for (ImGuiViewportP* viewport : g.Viewports)
20056
0
        {
20057
0
            bool viewport_has_drawlist = false;
20058
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20059
0
            {
20060
0
                if (!viewport_has_drawlist)
20061
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
20062
0
                viewport_has_drawlist = true;
20063
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20064
0
            }
20065
0
        }
20066
0
        TreePop();
20067
0
    }
20068
20069
    // Viewports
20070
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
20071
0
    {
20072
0
        cfg->HighlightMonitorIdx = -1;
20073
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
20074
0
        SameLine();
20075
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
20076
0
        if (open)
20077
0
        {
20078
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
20079
0
            {
20080
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
20081
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
20082
0
                    i, mon.DpiScale * 100.0f,
20083
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
20084
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
20085
0
                if (IsItemHovered())
20086
0
                    cfg->HighlightMonitorIdx = i;
20087
0
            }
20088
0
            TreePop();
20089
0
        }
20090
20091
0
        SetNextItemOpen(true, ImGuiCond_Once);
20092
0
        if (TreeNode("Windows Minimap"))
20093
0
        {
20094
0
            RenderViewportsThumbnails();
20095
0
            TreePop();
20096
0
        }
20097
0
        cfg->HighlightViewportID = 0;
20098
20099
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20100
0
        if (TreeNode("Inferred Z order (front-to-back)"))
20101
0
        {
20102
0
            static ImVector<ImGuiViewportP*> viewports;
20103
0
            viewports.resize(g.Viewports.Size);
20104
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
20105
0
            if (viewports.Size > 1)
20106
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
20107
0
            for (ImGuiViewportP* viewport : viewports)
20108
0
            {
20109
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
20110
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
20111
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
20112
0
                    viewport->Window ? viewport->Window->Name : "N/A");
20113
0
                if (IsItemHovered())
20114
0
                    cfg->HighlightViewportID = viewport->ID;
20115
0
            }
20116
0
            TreePop();
20117
0
        }
20118
20119
0
        for (ImGuiViewportP* viewport : g.Viewports)
20120
0
            DebugNodeViewport(viewport);
20121
0
        TreePop();
20122
0
    }
20123
20124
    // Details for Popups
20125
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
20126
0
    {
20127
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
20128
0
        {
20129
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
20130
0
            ImGuiWindow* window = popup_data.Window;
20131
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
20132
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
20133
0
                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
20134
0
        }
20135
0
        TreePop();
20136
0
    }
20137
20138
    // Details for TabBars
20139
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
20140
0
    {
20141
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
20142
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
20143
0
            {
20144
0
                PushID(tab_bar);
20145
0
                DebugNodeTabBar(tab_bar, "TabBar");
20146
0
                PopID();
20147
0
            }
20148
0
        TreePop();
20149
0
    }
20150
20151
    // Details for Tables
20152
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
20153
0
    {
20154
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
20155
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
20156
0
                DebugNodeTable(table);
20157
0
        TreePop();
20158
0
    }
20159
20160
    // Details for Fonts
20161
0
    ImFontAtlas* atlas = g.IO.Fonts;
20162
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
20163
0
    {
20164
0
        ShowFontAtlas(atlas);
20165
0
        TreePop();
20166
0
    }
20167
20168
    // Details for InputText
20169
0
    if (TreeNode("InputText"))
20170
0
    {
20171
0
        DebugNodeInputTextState(&g.InputTextState);
20172
0
        TreePop();
20173
0
    }
20174
20175
    // Details for TypingSelect
20176
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
20177
0
    {
20178
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
20179
0
        TreePop();
20180
0
    }
20181
20182
    // Details for Docking
20183
0
#ifdef IMGUI_HAS_DOCK
20184
0
    if (TreeNode("Docking"))
20185
0
    {
20186
0
        static bool root_nodes_only = true;
20187
0
        ImGuiDockContext* dc = &g.DockContext;
20188
0
        Checkbox("List root nodes", &root_nodes_only);
20189
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
20190
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
20191
0
        SameLine();
20192
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
20193
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
20194
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
20195
0
                if (!root_nodes_only || node->IsRootNode())
20196
0
                    DebugNodeDockNode(node, "Node");
20197
0
        TreePop();
20198
0
    }
20199
0
#endif // #ifdef IMGUI_HAS_DOCK
20200
20201
    // Settings
20202
0
    if (TreeNode("Settings"))
20203
0
    {
20204
0
        if (SmallButton("Clear"))
20205
0
            ClearIniSettings();
20206
0
        SameLine();
20207
0
        if (SmallButton("Save to memory"))
20208
0
            SaveIniSettingsToMemory();
20209
0
        SameLine();
20210
0
        if (SmallButton("Save to disk"))
20211
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
20212
0
        SameLine();
20213
0
        if (g.IO.IniFilename)
20214
0
            Text("\"%s\"", g.IO.IniFilename);
20215
0
        else
20216
0
            TextUnformatted("<NULL>");
20217
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
20218
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
20219
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
20220
0
        {
20221
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
20222
0
                BulletText("\"%s\"", handler.TypeName);
20223
0
            TreePop();
20224
0
        }
20225
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
20226
0
        {
20227
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
20228
0
                DebugNodeWindowSettings(settings);
20229
0
            TreePop();
20230
0
        }
20231
20232
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
20233
0
        {
20234
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
20235
0
                DebugNodeTableSettings(settings);
20236
0
            TreePop();
20237
0
        }
20238
20239
0
#ifdef IMGUI_HAS_DOCK
20240
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
20241
0
        {
20242
0
            ImGuiDockContext* dc = &g.DockContext;
20243
0
            Text("In SettingsWindows:");
20244
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
20245
0
                if (settings->DockId != 0)
20246
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
20247
0
            Text("In SettingsNodes:");
20248
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
20249
0
            {
20250
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
20251
0
                const char* selected_tab_name = NULL;
20252
0
                if (settings->SelectedTabId)
20253
0
                {
20254
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
20255
0
                        selected_tab_name = window->Name;
20256
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
20257
0
                        selected_tab_name = window_settings->GetName();
20258
0
                }
20259
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
20260
0
            }
20261
0
            TreePop();
20262
0
        }
20263
0
#endif // #ifdef IMGUI_HAS_DOCK
20264
20265
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
20266
0
        {
20267
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
20268
0
            TreePop();
20269
0
        }
20270
0
        TreePop();
20271
0
    }
20272
20273
    // Settings
20274
0
    if (TreeNode("Memory allocations"))
20275
0
    {
20276
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
20277
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
20278
0
        if (SmallButton("GC now")) { g.GcCompactAll = true; }
20279
0
        Text("Recent frames with allocations:");
20280
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
20281
0
        for (int n = buf_size - 1; n >= 0; n--)
20282
0
        {
20283
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
20284
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
20285
0
        }
20286
0
        TreePop();
20287
0
    }
20288
20289
0
    if (TreeNode("Inputs"))
20290
0
    {
20291
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
20292
0
        {
20293
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
20294
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
20295
0
            Indent();
20296
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
20297
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
20298
#else
20299
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
20300
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
20301
#endif
20302
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
20303
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
20304
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
20305
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
20306
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
20307
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
20308
0
            Unindent();
20309
0
        }
20310
20311
0
        Text("MOUSE STATE");
20312
0
        {
20313
0
            Indent();
20314
0
            if (IsMousePosValid())
20315
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
20316
0
            else
20317
0
                Text("Mouse pos: <INVALID>");
20318
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
20319
0
            int count = IM_ARRAYSIZE(io.MouseDown);
20320
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
20321
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
20322
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
20323
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
20324
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
20325
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
20326
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
20327
0
            Unindent();
20328
0
        }
20329
20330
0
        Text("MOUSE WHEELING");
20331
0
        {
20332
0
            Indent();
20333
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
20334
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
20335
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
20336
0
            Unindent();
20337
0
        }
20338
20339
0
        Text("KEY OWNERS");
20340
0
        {
20341
0
            Indent();
20342
0
            if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20343
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20344
0
                {
20345
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
20346
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
20347
0
                        continue;
20348
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
20349
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
20350
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
20351
0
                }
20352
0
            EndChild();
20353
0
            Unindent();
20354
0
        }
20355
0
        Text("SHORTCUT ROUTING");
20356
0
        SameLine();
20357
0
        MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches.");
20358
0
        {
20359
0
            Indent();
20360
0
            if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20361
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20362
0
                {
20363
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
20364
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
20365
0
                    {
20366
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
20367
0
                        ImGuiKeyChord key_chord = key | routing_data->Mods;
20368
0
                        Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore);
20369
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
20370
0
                        if (g.IO.ConfigDebugIsDebuggerPresent)
20371
0
                        {
20372
0
                            SameLine();
20373
0
                            if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord"))
20374
0
                                g.DebugBreakInShortcutRouting = key_chord;
20375
0
                        }
20376
0
                        idx = routing_data->NextEntryIndex;
20377
0
                    }
20378
0
                }
20379
0
            EndChild();
20380
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20381
0
            Unindent();
20382
0
        }
20383
0
        TreePop();
20384
0
    }
20385
20386
0
    if (TreeNode("Internal state"))
20387
0
    {
20388
0
        Text("WINDOWING");
20389
0
        Indent();
20390
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
20391
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
20392
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
20393
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
20394
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
20395
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20396
0
        Unindent();
20397
20398
0
        Text("ITEMS");
20399
0
        Indent();
20400
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
20401
0
        DebugLocateItemOnHover(g.ActiveId);
20402
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
20403
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20404
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
20405
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
20406
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
20407
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
20408
0
        Unindent();
20409
20410
0
        Text("NAV,FOCUS");
20411
0
        Indent();
20412
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
20413
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
20414
0
        DebugLocateItemOnHover(g.NavId);
20415
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
20416
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
20417
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
20418
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
20419
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
20420
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
20421
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
20422
0
        Text("NavFocusRoute[] = ");
20423
0
        for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
20424
0
        {
20425
0
            const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n];
20426
0
            SameLine(0.0f, 0.0f);
20427
0
            Text("0x%08X/", focus_scope.ID);
20428
0
            SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name);
20429
0
        }
20430
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
20431
0
        Unindent();
20432
20433
0
        TreePop();
20434
0
    }
20435
20436
    // Overlay: Display windows Rectangles and Begin Order
20437
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
20438
0
    {
20439
0
        for (ImGuiWindow* window : g.Windows)
20440
0
        {
20441
0
            if (!window->WasActive)
20442
0
                continue;
20443
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
20444
0
            if (cfg->ShowWindowsRects)
20445
0
            {
20446
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
20447
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20448
0
            }
20449
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
20450
0
            {
20451
0
                char buf[32];
20452
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
20453
0
                float font_size = GetFontSize();
20454
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
20455
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
20456
0
            }
20457
0
        }
20458
0
    }
20459
20460
    // Overlay: Display Tables Rectangles
20461
0
    if (cfg->ShowTablesRects)
20462
0
    {
20463
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
20464
0
        {
20465
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
20466
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
20467
0
                continue;
20468
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
20469
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
20470
0
            {
20471
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
20472
0
                {
20473
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
20474
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
20475
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
20476
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
20477
0
                }
20478
0
            }
20479
0
            else
20480
0
            {
20481
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
20482
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20483
0
            }
20484
0
        }
20485
0
    }
20486
20487
0
#ifdef IMGUI_HAS_DOCK
20488
    // Overlay: Display Docking info
20489
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
20490
0
    {
20491
0
        char buf[64] = "";
20492
0
        char* p = buf;
20493
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
20494
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
20495
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
20496
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
20497
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
20498
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
20499
0
        int depth = DockNodeGetDepth(node);
20500
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
20501
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
20502
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
20503
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
20504
0
    }
20505
0
#endif // #ifdef IMGUI_HAS_DOCK
20506
20507
0
    End();
20508
0
}
20509
20510
void ImGui::DebugBreakClearData()
20511
0
{
20512
    // Those fields are scattered in their respective subsystem to stay in hot-data locations
20513
0
    ImGuiContext& g = *GImGui;
20514
0
    g.DebugBreakInWindow = 0;
20515
0
    g.DebugBreakInTable = 0;
20516
0
    g.DebugBreakInShortcutRouting = ImGuiKey_None;
20517
0
}
20518
20519
void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location)
20520
0
{
20521
0
    if (!BeginItemTooltip())
20522
0
        return;
20523
0
    Text("To call IM_DEBUG_BREAK() %s:", description_of_location);
20524
0
    Separator();
20525
0
    TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space.");
20526
0
    Separator();
20527
0
    TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!");
20528
0
    EndTooltip();
20529
0
}
20530
20531
// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc.
20532
// In order to reduce interferences with the contents we are trying to debug into.
20533
bool ImGui::DebugBreakButton(const char* label, const char* description_of_location)
20534
0
{
20535
0
    ImGuiWindow* window = GetCurrentWindow();
20536
0
    if (window->SkipItems)
20537
0
        return false;
20538
20539
0
    ImGuiContext& g = *GImGui;
20540
0
    const ImGuiID id = window->GetID(label);
20541
0
    const ImVec2 label_size = CalcTextSize(label, NULL, true);
20542
0
    ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset);
20543
0
    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y);
20544
20545
0
    const ImRect bb(pos, pos + size);
20546
0
    ItemSize(size, 0.0f);
20547
0
    if (!ItemAdd(bb, id))
20548
0
        return false;
20549
20550
    // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects.
20551
0
    bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags);
20552
0
    bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id);
20553
0
    DebugBreakButtonTooltip(false, description_of_location);
20554
20555
0
    ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
20556
0
    ImVec4 hsv;
20557
0
    ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z);
20558
0
    ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z);
20559
20560
0
    RenderNavHighlight(bb, id);
20561
0
    RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding);
20562
0
    RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb);
20563
20564
0
    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
20565
0
    return pressed;
20566
0
}
20567
20568
// [DEBUG] Display contents of Columns
20569
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
20570
0
{
20571
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
20572
0
        return;
20573
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
20574
0
    for (ImGuiOldColumnData& column : columns->Columns)
20575
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
20576
0
    TreePop();
20577
0
}
20578
20579
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
20580
0
{
20581
0
    using namespace ImGui;
20582
0
    PushID(label);
20583
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
20584
0
    Text("%s:", label);
20585
0
    if (!enabled)
20586
0
        BeginDisabled();
20587
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20588
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20589
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20590
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20591
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20592
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20593
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20594
0
    CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute);
20595
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20596
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20597
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20598
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20599
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20600
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20601
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20602
0
    if (!enabled)
20603
0
        EndDisabled();
20604
0
    PopStyleVar();
20605
0
    PopID();
20606
0
}
20607
20608
// [DEBUG] Display contents of ImDockNode
20609
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20610
0
{
20611
0
    ImGuiContext& g = *GImGui;
20612
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20613
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20614
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20615
0
    bool open;
20616
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20617
0
    if (node->Windows.Size > 0)
20618
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20619
0
    else
20620
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20621
0
    if (!is_alive) { PopStyleColor(); }
20622
0
    if (is_active && IsItemHovered())
20623
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20624
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20625
0
    if (open)
20626
0
    {
20627
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20628
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20629
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20630
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20631
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20632
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20633
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20634
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20635
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20636
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20637
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20638
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20639
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20640
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20641
0
        {
20642
0
            if (BeginTable("flags", 4))
20643
0
            {
20644
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20645
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20646
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20647
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20648
0
                EndTable();
20649
0
            }
20650
0
            TreePop();
20651
0
        }
20652
0
        if (node->ParentNode)
20653
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20654
0
        if (node->ChildNodes[0])
20655
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20656
0
        if (node->ChildNodes[1])
20657
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20658
0
        if (node->TabBar)
20659
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20660
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20661
20662
0
        TreePop();
20663
0
    }
20664
0
}
20665
20666
static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
20667
0
{
20668
0
    union { void* ptr; int integer; } tex_id_opaque;
20669
0
    memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
20670
0
    if (sizeof(tex_id) >= sizeof(void*))
20671
0
        ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
20672
0
    else
20673
0
        ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
20674
0
}
20675
20676
// [DEBUG] Display contents of ImDrawList
20677
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20678
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20679
0
{
20680
0
    ImGuiContext& g = *GImGui;
20681
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20682
0
    int cmd_count = draw_list->CmdBuffer.Size;
20683
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20684
0
        cmd_count--;
20685
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20686
0
    if (draw_list == GetWindowDrawList())
20687
0
    {
20688
0
        SameLine();
20689
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20690
0
        if (node_open)
20691
0
            TreePop();
20692
0
        return;
20693
0
    }
20694
20695
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20696
0
    if (window && IsItemHovered() && fg_draw_list)
20697
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20698
0
    if (!node_open)
20699
0
        return;
20700
20701
0
    if (window && !window->WasActive)
20702
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20703
20704
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20705
0
    {
20706
0
        if (pcmd->UserCallback)
20707
0
        {
20708
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20709
0
            continue;
20710
0
        }
20711
20712
0
        char texid_desc[20];
20713
0
        FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId);
20714
0
        char buf[300];
20715
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20716
0
            pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20717
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20718
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20719
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20720
0
        if (!pcmd_node_open)
20721
0
            continue;
20722
20723
        // Calculate approximate coverage area (touched pixel count)
20724
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20725
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20726
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20727
0
        float total_area = 0.0f;
20728
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20729
0
        {
20730
0
            ImVec2 triangle[3];
20731
0
            for (int n = 0; n < 3; n++, idx_n++)
20732
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20733
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20734
0
        }
20735
20736
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20737
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20738
0
        Selectable(buf);
20739
0
        if (IsItemHovered() && fg_draw_list)
20740
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20741
20742
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20743
0
        ImGuiListClipper clipper;
20744
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20745
0
        while (clipper.Step())
20746
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20747
0
            {
20748
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20749
0
                ImVec2 triangle[3];
20750
0
                for (int n = 0; n < 3; n++, idx_i++)
20751
0
                {
20752
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20753
0
                    triangle[n] = v.pos;
20754
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20755
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20756
0
                }
20757
20758
0
                Selectable(buf, false);
20759
0
                if (fg_draw_list && IsItemHovered())
20760
0
                {
20761
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20762
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20763
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20764
0
                    fg_draw_list->Flags = backup_flags;
20765
0
                }
20766
0
            }
20767
0
        TreePop();
20768
0
    }
20769
0
    TreePop();
20770
0
}
20771
20772
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20773
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20774
0
{
20775
0
    IM_ASSERT(show_mesh || show_aabb);
20776
20777
    // Draw wire-frame version of all triangles
20778
0
    ImRect clip_rect = draw_cmd->ClipRect;
20779
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20780
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20781
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20782
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20783
0
    {
20784
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20785
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20786
20787
0
        ImVec2 triangle[3];
20788
0
        for (int n = 0; n < 3; n++, idx_n++)
20789
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20790
0
        if (show_mesh)
20791
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20792
0
    }
20793
    // Draw bounding boxes
20794
0
    if (show_aabb)
20795
0
    {
20796
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20797
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20798
0
    }
20799
0
    out_draw_list->Flags = backup_flags;
20800
0
}
20801
20802
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20803
void ImGui::DebugNodeFont(ImFont* font)
20804
0
{
20805
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20806
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20807
0
    SameLine();
20808
0
    if (SmallButton("Set as default"))
20809
0
        GetIO().FontDefault = font;
20810
0
    if (!opened)
20811
0
        return;
20812
20813
    // Display preview text
20814
0
    PushFont(font);
20815
0
    Text("The quick brown fox jumps over the lazy dog");
20816
0
    PopFont();
20817
20818
    // Display details
20819
0
    SetNextItemWidth(GetFontSize() * 8);
20820
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20821
0
    SameLine(); MetricsHelpMarker(
20822
0
        "Note that the default embedded font is NOT meant to be scaled.\n\n"
20823
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20824
0
        "You may oversample them to get some flexibility with scaling. "
20825
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20826
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20827
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20828
0
    char c_str[5];
20829
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20830
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20831
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20832
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20833
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20834
0
        if (font->ConfigData)
20835
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20836
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20837
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20838
20839
    // Display all glyphs of the fonts in separate pages of 256 characters
20840
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20841
0
    {
20842
0
        ImDrawList* draw_list = GetWindowDrawList();
20843
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20844
0
        const float cell_size = font->FontSize * 1;
20845
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20846
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20847
0
        {
20848
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20849
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20850
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20851
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20852
0
            {
20853
0
                base += 4096 - 256;
20854
0
                continue;
20855
0
            }
20856
20857
0
            int count = 0;
20858
0
            for (unsigned int n = 0; n < 256; n++)
20859
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20860
0
                    count++;
20861
0
            if (count <= 0)
20862
0
                continue;
20863
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20864
0
                continue;
20865
20866
            // Draw a 16x16 grid of glyphs
20867
0
            ImVec2 base_pos = GetCursorScreenPos();
20868
0
            for (unsigned int n = 0; n < 256; n++)
20869
0
            {
20870
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20871
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20872
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20873
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20874
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20875
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20876
0
                if (!glyph)
20877
0
                    continue;
20878
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20879
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20880
0
                {
20881
0
                    DebugNodeFontGlyph(font, glyph);
20882
0
                    EndTooltip();
20883
0
                }
20884
0
            }
20885
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20886
0
            TreePop();
20887
0
        }
20888
0
        TreePop();
20889
0
    }
20890
0
    TreePop();
20891
0
}
20892
20893
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20894
0
{
20895
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20896
0
    Separator();
20897
0
    Text("Visible: %d", glyph->Visible);
20898
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20899
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20900
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20901
0
}
20902
20903
// [DEBUG] Display contents of ImGuiStorage
20904
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20905
0
{
20906
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20907
0
        return;
20908
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20909
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20910
0
    TreePop();
20911
0
}
20912
20913
// [DEBUG] Display contents of ImGuiTabBar
20914
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20915
0
{
20916
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20917
0
    char buf[256];
20918
0
    char* p = buf;
20919
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20920
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20921
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20922
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20923
0
    {
20924
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20925
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20926
0
    }
20927
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20928
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20929
0
    bool open = TreeNode(label, "%s", buf);
20930
0
    if (!is_active) { PopStyleColor(); }
20931
0
    if (is_active && IsItemHovered())
20932
0
    {
20933
0
        ImDrawList* draw_list = GetForegroundDrawList();
20934
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20935
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20936
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20937
0
    }
20938
0
    if (open)
20939
0
    {
20940
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20941
0
        {
20942
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20943
0
            PushID(tab);
20944
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20945
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20946
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20947
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20948
0
            PopID();
20949
0
        }
20950
0
        TreePop();
20951
0
    }
20952
0
}
20953
20954
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20955
0
{
20956
0
    ImGuiContext& g = *GImGui;
20957
0
    SetNextItemOpen(true, ImGuiCond_Once);
20958
0
    bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A");
20959
0
    if (IsItemHovered())
20960
0
        g.DebugMetricsConfig.HighlightViewportID = viewport->ID;
20961
0
    if (open)
20962
0
    {
20963
0
        ImGuiWindowFlags flags = viewport->Flags;
20964
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20965
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20966
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20967
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20968
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20969
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20970
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20971
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20972
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20973
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20974
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20975
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20976
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20977
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20978
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20979
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20980
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20981
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20982
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20983
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20984
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20985
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20986
0
        TreePop();
20987
0
    }
20988
0
}
20989
20990
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20991
0
{
20992
0
    if (window == NULL)
20993
0
    {
20994
0
        BulletText("%s: NULL", label);
20995
0
        return;
20996
0
    }
20997
20998
0
    ImGuiContext& g = *GImGui;
20999
0
    const bool is_active = window->WasActive;
21000
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
21001
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
21002
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
21003
0
    if (!is_active) { PopStyleColor(); }
21004
0
    if (IsItemHovered() && is_active)
21005
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
21006
0
    if (!open)
21007
0
        return;
21008
21009
0
    if (window->MemoryCompacted)
21010
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
21011
21012
0
    if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()"))
21013
0
        g.DebugBreakInWindow = window->ID;
21014
21015
0
    ImGuiWindowFlags flags = window->Flags;
21016
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
21017
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
21018
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
21019
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
21020
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
21021
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
21022
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
21023
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
21024
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
21025
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
21026
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
21027
0
    {
21028
0
        ImRect r = window->NavRectRel[layer];
21029
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
21030
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
21031
0
        else
21032
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
21033
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
21034
0
    }
21035
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
21036
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
21037
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
21038
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
21039
21040
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
21041
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
21042
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
21043
0
    if (window->DockNode || window->DockNodeAsHost)
21044
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
21045
21046
0
    if (window->RootWindow != window)               { DebugNodeWindow(window->RootWindow, "RootWindow"); }
21047
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
21048
0
    if (window->ParentWindow != NULL)               { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
21049
0
    if (window->ParentWindowForFocusRoute != NULL)  { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); }
21050
0
    if (window->DC.ChildWindows.Size > 0)           { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
21051
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
21052
0
    {
21053
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
21054
0
            DebugNodeColumns(&columns);
21055
0
        TreePop();
21056
0
    }
21057
0
    DebugNodeStorage(&window->StateStorage, "Storage");
21058
0
    TreePop();
21059
0
}
21060
21061
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
21062
0
{
21063
0
    if (settings->WantDelete)
21064
0
        BeginDisabled();
21065
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
21066
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
21067
0
    if (settings->WantDelete)
21068
0
        EndDisabled();
21069
0
}
21070
21071
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
21072
0
{
21073
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
21074
0
        return;
21075
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
21076
0
    {
21077
0
        PushID((*windows)[i]);
21078
0
        DebugNodeWindow((*windows)[i], "Window");
21079
0
        PopID();
21080
0
    }
21081
0
    TreePop();
21082
0
}
21083
21084
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
21085
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
21086
0
{
21087
0
    for (int i = 0; i < windows_size; i++)
21088
0
    {
21089
0
        ImGuiWindow* window = windows[i];
21090
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
21091
0
            continue;
21092
0
        char buf[20];
21093
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
21094
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
21095
0
        DebugNodeWindow(window, buf);
21096
0
        Indent();
21097
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
21098
0
        Unindent();
21099
0
    }
21100
0
}
21101
21102
//-----------------------------------------------------------------------------
21103
// [SECTION] DEBUG LOG WINDOW
21104
//-----------------------------------------------------------------------------
21105
21106
void ImGui::DebugLog(const char* fmt, ...)
21107
0
{
21108
0
    va_list args;
21109
0
    va_start(args, fmt);
21110
0
    DebugLogV(fmt, args);
21111
0
    va_end(args);
21112
0
}
21113
21114
void ImGui::DebugLogV(const char* fmt, va_list args)
21115
0
{
21116
0
    ImGuiContext& g = *GImGui;
21117
0
    const int old_size = g.DebugLogBuf.size();
21118
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
21119
0
    g.DebugLogBuf.appendfv(fmt, args);
21120
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
21121
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
21122
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
21123
#ifdef IMGUI_ENABLE_TEST_ENGINE
21124
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
21125
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
21126
#endif
21127
0
}
21128
21129
// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout.
21130
static void SameLineOrWrap(const ImVec2& size)
21131
0
{
21132
0
    ImGuiContext& g = *GImGui;
21133
0
    ImGuiWindow* window = g.CurrentWindow;
21134
0
    ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y);
21135
0
    if (window->ClipRect.Contains(ImRect(pos, pos + size)))
21136
0
        ImGui::SameLine();
21137
0
}
21138
21139
static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags)
21140
0
{
21141
0
    ImGuiContext& g = *GImGui;
21142
0
    ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight());
21143
0
    SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout.
21144
0
    if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0)
21145
0
    {
21146
0
        g.DebugLogAutoDisableFrames = 2;
21147
0
        g.DebugLogAutoDisableFlags |= flags;
21148
0
    }
21149
0
    ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)");
21150
0
}
21151
21152
void ImGui::ShowDebugLogWindow(bool* p_open)
21153
0
{
21154
0
    ImGuiContext& g = *GImGui;
21155
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
21156
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
21157
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
21158
0
    {
21159
0
        End();
21160
0
        return;
21161
0
    }
21162
21163
0
    ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting;
21164
0
    CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags);
21165
0
    SetItemTooltip("(except InputRouting which is spammy)");
21166
21167
0
    ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId);
21168
0
    ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
21169
0
    ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking);
21170
0
    ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
21171
0
    ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
21172
0
    ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
21173
0
    ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
21174
    //ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
21175
0
    ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport);
21176
0
    ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting);
21177
21178
0
    if (SmallButton("Clear"))
21179
0
    {
21180
0
        g.DebugLogBuf.clear();
21181
0
        g.DebugLogIndex.clear();
21182
0
    }
21183
0
    SameLine();
21184
0
    if (SmallButton("Copy"))
21185
0
        SetClipboardText(g.DebugLogBuf.c_str());
21186
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
21187
21188
0
    const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags;
21189
0
    g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
21190
21191
0
    ImGuiListClipper clipper;
21192
0
    clipper.Begin(g.DebugLogIndex.size());
21193
0
    while (clipper.Step())
21194
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
21195
0
        {
21196
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
21197
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
21198
0
            TextUnformatted(line_begin, line_end); // Display line
21199
0
            ImRect text_rect = g.LastItemData.Rect;
21200
0
            if (IsItemHovered())
21201
0
                for (const char* p = line_begin; p <= line_end - 10; p++) // Search for 0x???????? identifiers
21202
0
                {
21203
0
                    ImGuiID id = 0;
21204
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
21205
0
                        continue;
21206
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
21207
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
21208
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
21209
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
21210
0
                        DebugLocateItemOnHover(id);
21211
0
                    p += 10;
21212
0
                }
21213
0
        }
21214
0
    g.DebugLogFlags = backup_log_flags;
21215
0
    if (GetScrollY() >= GetScrollMaxY())
21216
0
        SetScrollHereY(1.0f);
21217
0
    EndChild();
21218
21219
0
    End();
21220
0
}
21221
21222
//-----------------------------------------------------------------------------
21223
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
21224
//-----------------------------------------------------------------------------
21225
21226
// Draw a small cross at current CursorPos in current window's DrawList
21227
void ImGui::DebugDrawCursorPos(ImU32 col)
21228
0
{
21229
0
    ImGuiContext& g = *GImGui;
21230
0
    ImGuiWindow* window = g.CurrentWindow;
21231
0
    ImVec2 pos = window->DC.CursorPos;
21232
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
21233
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
21234
0
}
21235
21236
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
21237
void ImGui::DebugDrawLineExtents(ImU32 col)
21238
0
{
21239
0
    ImGuiContext& g = *GImGui;
21240
0
    ImGuiWindow* window = g.CurrentWindow;
21241
0
    float curr_x = window->DC.CursorPos.x;
21242
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
21243
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
21244
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
21245
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
21246
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
21247
0
}
21248
21249
// Draw last item rect in ForegroundDrawList (so it is always visible)
21250
void ImGui::DebugDrawItemRect(ImU32 col)
21251
0
{
21252
0
    ImGuiContext& g = *GImGui;
21253
0
    ImGuiWindow* window = g.CurrentWindow;
21254
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
21255
0
}
21256
21257
// [DEBUG] Locate item position/rectangle given an ID.
21258
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
21259
21260
void ImGui::DebugLocateItem(ImGuiID target_id)
21261
0
{
21262
0
    ImGuiContext& g = *GImGui;
21263
0
    g.DebugLocateId = target_id;
21264
0
    g.DebugLocateFrames = 2;
21265
0
    g.DebugBreakInLocateId = false;
21266
0
}
21267
21268
// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow.
21269
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
21270
0
{
21271
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
21272
0
        return;
21273
0
    ImGuiContext& g = *GImGui;
21274
0
    DebugLocateItem(target_id);
21275
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
21276
21277
    // Can't easily use a context menu here because it will mess with focus, active id etc.
21278
0
    if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f)
21279
0
    {
21280
0
        DebugBreakButtonTooltip(false, "in ItemAdd()");
21281
0
        if (IsKeyChordPressed(g.DebugBreakKeyChord))
21282
0
            g.DebugBreakInLocateId = true;
21283
0
    }
21284
0
}
21285
21286
void ImGui::DebugLocateItemResolveWithLastItem()
21287
0
{
21288
0
    ImGuiContext& g = *GImGui;
21289
21290
    // [DEBUG] Debug break requested by user
21291
0
    if (g.DebugBreakInLocateId)
21292
0
        IM_DEBUG_BREAK();
21293
21294
0
    ImGuiLastItemData item_data = g.LastItemData;
21295
0
    g.DebugLocateId = 0;
21296
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
21297
0
    ImRect r = item_data.Rect;
21298
0
    r.Expand(3.0f);
21299
0
    ImVec2 p1 = g.IO.MousePos;
21300
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
21301
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
21302
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
21303
0
}
21304
21305
void ImGui::DebugStartItemPicker()
21306
0
{
21307
0
    ImGuiContext& g = *GImGui;
21308
0
    g.DebugItemPickerActive = true;
21309
0
}
21310
21311
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
21312
void ImGui::UpdateDebugToolItemPicker()
21313
140k
{
21314
140k
    ImGuiContext& g = *GImGui;
21315
140k
    g.DebugItemPickerBreakId = 0;
21316
140k
    if (!g.DebugItemPickerActive)
21317
140k
        return;
21318
21319
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
21320
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
21321
0
    if (IsKeyPressed(ImGuiKey_Escape))
21322
0
        g.DebugItemPickerActive = false;
21323
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
21324
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
21325
0
    {
21326
0
        g.DebugItemPickerBreakId = hovered_id;
21327
0
        g.DebugItemPickerActive = false;
21328
0
    }
21329
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
21330
0
        if (change_mapping && IsMouseClicked(mouse_button))
21331
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
21332
0
    SetNextWindowBgAlpha(0.70f);
21333
0
    if (!BeginTooltip())
21334
0
        return;
21335
0
    Text("HoveredId: 0x%08X", hovered_id);
21336
0
    Text("Press ESC to abort picking.");
21337
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
21338
0
    if (change_mapping)
21339
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
21340
0
    else
21341
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
21342
0
    EndTooltip();
21343
0
}
21344
21345
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
21346
void ImGui::UpdateDebugToolStackQueries()
21347
140k
{
21348
140k
    ImGuiContext& g = *GImGui;
21349
140k
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21350
21351
    // Clear hook when id stack tool is not visible
21352
140k
    g.DebugHookIdInfo = 0;
21353
140k
    if (g.FrameCount != tool->LastActiveFrame + 1)
21354
140k
        return;
21355
21356
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
21357
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
21358
9
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
21359
9
    if (tool->QueryId != query_id)
21360
0
    {
21361
0
        tool->QueryId = query_id;
21362
0
        tool->StackLevel = -1;
21363
0
        tool->Results.resize(0);
21364
0
    }
21365
9
    if (query_id == 0)
21366
9
        return;
21367
21368
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
21369
0
    int stack_level = tool->StackLevel;
21370
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
21371
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
21372
0
            tool->StackLevel++;
21373
21374
    // Update hook
21375
0
    stack_level = tool->StackLevel;
21376
0
    if (stack_level == -1)
21377
0
        g.DebugHookIdInfo = query_id;
21378
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
21379
0
    {
21380
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
21381
0
        tool->Results[stack_level].QueryFrameCount++;
21382
0
    }
21383
0
}
21384
21385
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
21386
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
21387
0
{
21388
0
    ImGuiContext& g = *GImGui;
21389
0
    ImGuiWindow* window = g.CurrentWindow;
21390
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21391
21392
    // Step 0: stack query
21393
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
21394
0
    if (tool->StackLevel == -1)
21395
0
    {
21396
0
        tool->StackLevel++;
21397
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
21398
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
21399
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
21400
0
        return;
21401
0
    }
21402
21403
    // Step 1+: query for individual level
21404
0
    IM_ASSERT(tool->StackLevel >= 0);
21405
0
    if (tool->StackLevel != window->IDStack.Size)
21406
0
        return;
21407
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
21408
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
21409
21410
0
    switch (data_type)
21411
0
    {
21412
0
    case ImGuiDataType_S32:
21413
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
21414
0
        break;
21415
0
    case ImGuiDataType_String:
21416
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
21417
0
        break;
21418
0
    case ImGuiDataType_Pointer:
21419
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
21420
0
        break;
21421
0
    case ImGuiDataType_ID:
21422
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
21423
0
            return;
21424
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
21425
0
        break;
21426
0
    default:
21427
0
        IM_ASSERT(0);
21428
0
    }
21429
0
    info->QuerySuccess = true;
21430
0
    info->DataType = data_type;
21431
0
}
21432
21433
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
21434
0
{
21435
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
21436
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
21437
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
21438
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
21439
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
21440
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
21441
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
21442
0
        return (*buf = 0);
21443
#ifdef IMGUI_ENABLE_TEST_ENGINE
21444
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
21445
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
21446
#endif
21447
0
    return ImFormatString(buf, buf_size, "???");
21448
0
}
21449
21450
// ID Stack Tool: Display UI
21451
void ImGui::ShowIDStackToolWindow(bool* p_open)
21452
0
{
21453
0
    ImGuiContext& g = *GImGui;
21454
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
21455
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
21456
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
21457
0
    {
21458
0
        End();
21459
0
        return;
21460
0
    }
21461
21462
    // Display hovered/active status
21463
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21464
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
21465
0
    const ImGuiID active_id = g.ActiveId;
21466
#ifdef IMGUI_ENABLE_TEST_ENGINE
21467
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
21468
#else
21469
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
21470
0
#endif
21471
0
    SameLine();
21472
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
21473
21474
    // CTRL+C to copy path
21475
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
21476
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
21477
0
    SameLine();
21478
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
21479
0
    if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobal))
21480
0
    {
21481
0
        tool->CopyToClipboardLastTime = (float)g.Time;
21482
0
        char* p = g.TempBuffer.Data;
21483
0
        char* p_end = p + g.TempBuffer.Size;
21484
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
21485
0
        {
21486
0
            *p++ = '/';
21487
0
            char level_desc[256];
21488
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
21489
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
21490
0
            {
21491
0
                if (level_desc[n] == '/')
21492
0
                    *p++ = '\\';
21493
0
                *p++ = level_desc[n];
21494
0
            }
21495
0
        }
21496
0
        *p = '\0';
21497
0
        SetClipboardText(g.TempBuffer.Data);
21498
0
    }
21499
21500
    // Display decorated stack
21501
0
    tool->LastActiveFrame = g.FrameCount;
21502
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
21503
0
    {
21504
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
21505
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
21506
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
21507
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
21508
0
        TableHeadersRow();
21509
0
        for (int n = 0; n < tool->Results.Size; n++)
21510
0
        {
21511
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
21512
0
            TableNextColumn();
21513
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
21514
0
            TableNextColumn();
21515
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
21516
0
            TextUnformatted(g.TempBuffer.Data);
21517
0
            TableNextColumn();
21518
0
            Text("0x%08X", info->ID);
21519
0
            if (n == tool->Results.Size - 1)
21520
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
21521
0
        }
21522
0
        EndTable();
21523
0
    }
21524
0
    End();
21525
0
}
21526
21527
#else
21528
21529
void ImGui::ShowMetricsWindow(bool*) {}
21530
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
21531
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
21532
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
21533
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
21534
void ImGui::DebugNodeFont(ImFont*) {}
21535
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
21536
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
21537
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
21538
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
21539
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
21540
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
21541
21542
void ImGui::DebugLog(const char*, ...) {}
21543
void ImGui::DebugLogV(const char*, va_list) {}
21544
void ImGui::ShowDebugLogWindow(bool*) {}
21545
void ImGui::ShowIDStackToolWindow(bool*) {}
21546
void ImGui::DebugStartItemPicker() {}
21547
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
21548
21549
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
21550
21551
//-----------------------------------------------------------------------------
21552
21553
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
21554
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
21555
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
21556
#include "imgui_user.inl"
21557
#endif
21558
21559
//-----------------------------------------------------------------------------
21560
21561
#endif // #ifndef IMGUI_DISABLE